//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler BaseTextureSampler : register( s0 ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; }; HALF4 main( PS_INPUT i ) : COLOR { float4 result; float4 baseColor; float maxValue; baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); maxValue = max( baseColor.r, baseColor.g ); maxValue = max( baseColor.b, maxValue ); result = maxValue; result.a = 1.0f; return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }