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44
materialsystem/stdshaders/depthwrite_ps2x.fxc
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44
materialsystem/stdshaders/depthwrite_ps2x.fxc
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// STATIC: "COLOR_DEPTH" "0..1"
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// DYNAMIC: "ALPHACLIP" "0..1"
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const float g_AlphaThreshold : register( c0 );
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const float2 g_vNearFarPlanes : register( c1 );
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#define g_flNearPlane g_vNearFarPlanes.x
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#define g_flFarPlane g_vNearFarPlanes.y
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struct PS_INPUT
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{
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#if ALPHACLIP
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float2 texCoord0 : TEXCOORD0;
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#endif
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#if COLOR_DEPTH
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float4 vWorldPos_projPosZ : TEXCOORD1;
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#endif
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};
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sampler BaseTextureSampler : register( s0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 color = float4( 1, 0, 0, 1 ); // opaque alpha....the color doesn't matter for this shader
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#if ALPHACLIP
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color = tex2D( BaseTextureSampler, i.texCoord0 );
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clip( color.a - g_AlphaThreshold );
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#endif
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#if ( COLOR_DEPTH == 1 )
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return float4( i.vWorldPos_projPosZ.w / g_flFarPlane, 0.0, 0.0, 1.0 );
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#else
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return color;
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#endif
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}
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