Buckets:
| /*============================================================================= | |
| ShaderComplexityAccumulatePixelShader.usf: Outputs complexity | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| #include "Common.usf" | |
| float NormalizedComplexity; | |
| void Main(out float4 OutColor : COLOR0) | |
| { | |
| //use the maximum range allowed for scene color | |
| //@todo: support sm2 manual blending. This isn't done now because it requires screenpos | |
| //which is a vertex shader output, and this pixel shader is used with multiple vertex shaders | |
| OutColor = RETURN_COLOR(float4(NormalizedComplexity.xxx * MAX_SCENE_COLOR, 1)); | |
| } | |
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