//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler FBSampler : register( s0 ); struct PS_INPUT { float2 texCoord : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR { float4 fbSample = tex2D( FBSampler, i.texCoord ); // Temporary hack to work around color tint problem in float HDR mode. // fbSample *= float4(cLightScale.xyz, 1); return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }