//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler TexSampler : register( s0 ); float g_flBloomAmount : register( c0 ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // Base texture coordinate }; float4_color_return_type main( PS_INPUT i ) : COLOR { float4_color_return_type result = g_flBloomAmount * tex2D( TexSampler, i.baseTexCoord ); result.a = 1.0f; return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }