utkutuzcu/tst / Engine /Shaders /LightFunctionPixelShader.usf
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/*=============================================================================
LightFunction.usf: Pixel shader for computing a light function.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
=============================================================================*/
#include "Common.usf"
#include "Material.usf"
extern float4x4 ScreenToLight;
void Main(
in float4 ScreenPosition : TEXCOORD0,
out float4 OutColor : COLOR0
)
{
half SceneW = PreviousDepth(ScreenPosition);
float3 LightVector = MulMatrix(ScreenToLight, float4(ScreenPosition.xy * SceneW, SceneW, 1)).xyz;
FMaterialParameters MaterialParameters;
#if NUM_MATERIAL_TEXCOORDS
for(int CoordinateIndex = 0;CoordinateIndex < NUM_MATERIAL_TEXCOORDS;CoordinateIndex++)
{
MaterialParameters.TexCoords[CoordinateIndex] = LightVector.xy;
}
#endif
MaterialParameters.VertexColor = 1;
MaterialParameters.TangentNormal = 0;
MaterialParameters.TangentCameraVector = LightVector;
MaterialParameters.TangentReflectionVector = 0;
MaterialParameters.ScreenPosition = ScreenPosition;
MaterialParameters.TangentLightVector = LightVector;
#if WORLD_COORDS
MaterialParameters.TangentBasisInverse = 0;
#endif
half4 Color = float4( GetMaterialEmissive(MaterialParameters), 1 );
OutColor = RETURN_COLOR(Color);
}

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