//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" struct PS_INPUT { float4 projPos : POSITION; float3 zValue : TEXCOORD0; }; const float3 g_ZFilter : register( c1 ); const float3 g_ModulationColor : register( c2 ); float4_color_return_type main( PS_INPUT i ) : COLOR { float z = dot( i.zValue, g_ZFilter ); z = saturate( z ); float4 color = float4( z, z, z, 1.0f ); color.rgb *= g_ModulationColor; return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }