//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" struct PS_INPUT { float2 vTexCoord : TEXCOORD0; }; sampler MorphAccumulator : register( s0 ); HALF4 main( PS_INPUT i ) : COLOR { float4 vDeltas = tex2D( MorphAccumulator, i.vTexCoord ); return float4( abs( vDeltas.x ), abs( vDeltas.z ), abs( vDeltas.y ) + abs( vDeltas.w ), 1.0f ); }