//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======

// STATIC: "CONVERT_TO_SRGB"	"0..1"	[ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB"	"0..1"	[ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB"	"0..0"	[= 0] [XBOX]

// DYNAMIC: "PIXELFOGTYPE"		"0..1"

#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"

sampler TexSampler	: register( s0 );

const float4 g_FogParams				: register( PSREG_FOG_PARAMS );
const float4 g_EyePos_SpecExponent		: register( PSREG_EYEPOS_SPEC_EXPONENT );

struct PS_INPUT
{
	HALF2 baseTexCoord				: TEXCOORD0;		// Base texture coordinate
	
	float4 worldPos_projPosZ		: TEXCOORD7;		// Necessary for pixel fog
	float4 fogFactorW				: COLOR1;
	
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches	
    HALF2 detailTexCoord			: TEXCOORD1;
    float4 color					: TEXCOORD2;
    float3 worldVertToEyeVector		: TEXCOORD3;
    float3 worldSpaceNormal         : TEXCOORD4;
    float4 vProjPos					: TEXCOORD6;
#endif
};

float4 main( PS_INPUT i ) : COLOR
{
	float4 result = tex2D( TexSampler, i.baseTexCoord );
	
	float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
	
	// Since we're blending with a mod2x, we need to compensate with this hack
	// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
	//       a little transparent, but it's better than not doing this
	fogFactor = pow( saturate( fogFactor ), 0.4f );

	return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
}