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UnrealEngineUWP/Engine/Shaders/Private/ScreenPixelShader.usf
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
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#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

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// 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 );
}