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23
materialsystem/stdshaders/DebugDrawDepth_ps2x.fxc
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23
materialsystem/stdshaders/DebugDrawDepth_ps2x.fxc
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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struct PS_INPUT
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{
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float4 projPos : POSITION;
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float3 zValue : TEXCOORD0;
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};
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const float3 g_ZFilter : register( c1 );
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const float3 g_ModulationColor : register( c2 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float z = dot( i.zValue, g_ZFilter );
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z = saturate( z );
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float4 color = float4( z, z, z, 1.0f );
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color.rgb *= g_ModulationColor;
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return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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