//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler InputSampler : register( s0 ); struct PS_INPUT { float2 inputImageCoords : TEXCOORD0; // Input image float2 filmGrainCoords : TEXCOORD1; // Tiling film grain texture }; float4 main( PS_INPUT i ) : COLOR { return FinalOutput( HSLtoRGB( tex2D( InputSampler, i.inputImageCoords ) ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }