// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= ScreenPixelShader.usf: Filter pixel shader source. =============================================================================*/ #include "Common.ush" Texture2D InTexture; SamplerState InTextureSampler; int MipLevel; void Main( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = Texture2DSample(InTexture, InTextureSampler, Input.UV); } void MainInvertAlpha( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = Texture2DSample(InTexture, InTextureSampler, Input.UV); OutColor.a = 1.f - OutColor.a; } void MainsRGBSource( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = Texture2DSample(InTexture, InTextureSampler, Input.UV); OutColor.rgb = pow( OutColor.rgb, 1.0f / 2.2f ); } void MainMipLevel( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = Texture2DSampleLevel(InTexture, InTextureSampler, Input.UV, MipLevel); } void MainsRGBSourceMipLevel( FScreenVertexOutput Input, out float4 OutColor : SV_Target0 ) { OutColor = Texture2DSampleLevel(InTexture, InTextureSampler, Input.UV, MipLevel); OutColor.rgb = pow( OutColor.rgb, 1.0f / 2.2f ); }