//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" struct PS_INPUT { float2 coordTap0 : TEXCOORD0; float4 vertexColor : TEXCOORD1; }; float4 Constant_color : register( c0 ); sampler TexSampler : register( s0 ); float4 main( PS_INPUT i ) : COLOR { float flDepth = tex2D( TexSampler, i.coordTap0 ).r; flDepth = flDepth * Constant_color.x + Constant_color.y; float4 vOutputColor = float4( flDepth, flDepth, flDepth, 1.0f); // Slamming output alpha to 1.0f because screenspace_general always enables alpha testing (argh) vOutputColor.a = 1.0f; return FinalOutput( vOutputColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); //Constant_color; }