//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] #include "common_ps_fxc.h" #if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif sampler BaseTextureSampler : register( s0 ); HALF4 InputScale : register( c0 ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR { HALF4 color = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); color.rgb *= InputScale.rgb; // This is never fogged. return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate }