//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose: 
//
//=============================================================================

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

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

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

sampler EnvmapSampler		: register( s0 );

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

struct PS_INPUT
{
	float3 eyeToVertVector			: TEXCOORD0;
	float4 vertexColor				: COLOR;
	
	float4 worldPos_projPosZ		: TEXCOORD7;		// Necessary for pixel fog
};

float4 main( PS_INPUT i ) : COLOR
{
	HALF4 color;
	color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector );
	color.a = 1.0f;
	color *= i.vertexColor;
	
	float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
	return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}