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engine: hdr to ldr conversion for HDR_TYPE_NONE
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@@ -1177,7 +1177,7 @@ bool CMaterial::ShouldSkipVar( KeyValues *pVar, bool *pWasConditional )
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}
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else if ( ! stricmp( pCond, "hdr" ) )
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{
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bShouldSkip = ( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
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bShouldSkip = false; //( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
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}
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else if ( ! stricmp( pCond, "srgb" ) )
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{
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@@ -1400,7 +1400,7 @@ static KeyValues *FindBuiltinFallbackBlock( char const *pShaderName, KeyValues *
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if ( pRet )
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return pRet;
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}
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if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
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// if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
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{
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KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"hdr_dx9", pKeyValues );
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if ( pRet )
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@@ -1409,7 +1409,7 @@ static KeyValues *FindBuiltinFallbackBlock( char const *pShaderName, KeyValues *
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if ( pRet )
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return pRet;
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}
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else
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if( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
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{
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KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"ldr", pKeyValues );
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if ( pRet )
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