#include "common_ps_fxc.h" #include "common_fog_ps_forcevertexfog_fxc.h" struct PS_INPUT { float4 projPos : POSITION; // Projection-space position #if ( !HARDWAREFOGBLEND ) // This is simply a blend between black and the fog color. Go ahead and send alpha through so that we can keep the pixel shader down to one instruction. float4 color : TEXCOORD0; #endif #if defined( _X360 ) float2 vScreenPos : VPOS; #endif }; float4_color_return_type main( PS_INPUT i ) : COLOR { #if ( HARDWAREFOGBLEND ) { return float4_color_return_type( 0.0f, 0.0f, 0.0f, 1.0f ); } #else { float4_color_return_type vColor = i.color; #if ( defined( _X360 ) ) { vColor.xyz += ScreenSpaceOrderedDither( i.vScreenPos ); } #endif return vColor; } #endif }