//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #define HDRTYPE HDR_TYPE_NONE #include "common_ps_fxc.h" struct PS_INPUT { float2 texCoord0 : TEXCOORD0; float3 color : COLOR; }; sampler BaseTextureSampler : register( s0 ); HALF4 main( PS_INPUT i ) : COLOR { float4 baseTex = tex2D( BaseTextureSampler, i.texCoord0 ); return FinalOutput( baseTex * float4( i.color, 1 ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }