//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // DYNAMIC: "SHOWALPHA" "0..1" #include "common_ps_fxc.h" sampler BaseTextureSampler : register( s0 ); struct PS_INPUT { float4 projPos : POSITION; float2 baseTexCoord : TEXCOORD0; }; float4_color_return_type main( PS_INPUT i ) : COLOR { float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); #if SHOWALPHA float4 result = float4( baseColor.a, baseColor.a, baseColor.a, 1.0f ); #else float4 result = float4( baseColor.rgb, 1.0f ); #endif return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }