Files
UnrealEngineUWP/Engine/Shaders/Private/SlatePostProcessColorDeficiencyPixelShader.usf
zach bethel c451548ce3 Clean-up of Slate RHI renderer and conversion to RDG.
- Removed legacy render pass management.
 - Merged individual window render passes into single RDG builder.
 - Cleaned up lots of dead code around HDR processing.
 - Moved render batch merging to run asynchronously on the CPU.
 - Ported UMG post buffer system and custom draw element paths to RDG.
 - Replaced expensive scene view creation with much simpler view uniform buffer path.

#rb daren.cheng
#jira UE-211739

[CL 35454938 by zach bethel in ue5-main branch]
2024-08-12 12:00:42 -04:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Common.ush"
#include "SlateShaderCommon.ush"
#include "GammaCorrectionCommon.ush"
#include "ColorSpace.ush"
#include "ColorDeficiency.ush"
Texture2D ElementTexture;
SamplerState ElementTextureSampler;
float ColorVisionDeficiencyType;
float ColorVisionDeficiencySeverity;
float bCorrectDeficiency;
float bSimulateCorrectionWithDeficiency;
float4 ColorDeficiencyMain(FScreenVertexOutput Input) : SV_Target0
{
float4 SourceColor = Texture2DSample(ElementTexture, ElementTextureSampler, Input.UV);
float3 OutRGB = ColorDeficiency(SourceColor.rgb, ColorVisionDeficiencyType, ColorVisionDeficiencySeverity, bCorrectDeficiency, bSimulateCorrectionWithDeficiency);
return float4(OutRGB, SourceColor.a);
}