//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============// #include "shader_constant_register_map.h" #include "common_fog_ps_fxc.h" sampler BaseSampler1 : register( s1 ); // Base map 1 struct PS_INPUT { float4 projPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR { // [smessick] removed for PC build of cstrike15. //#if !defined( _X360 ) // if ( i.vBaseTexCoord.x < 0.0 || i.vBaseTexCoord.x > 1.0 || i.vBaseTexCoord.y < 0.0 || i.vBaseTexCoord.y > 1.0 ) // { // discard; // } //#endif float3 vResult = tex2D( BaseSampler1, i.vBaseTexCoord.xy ) * cFlashlightColor.rgb; float fogFactor = 0.0f; return FinalOutput( float4( vResult, 1.0 ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }