// Copyright Epic Games, Inc. All Rights Reserved. int2 {ParameterName}_TextureSize; int {ParameterName}_MipLevels; Texture2D {ParameterName}_Texture; SamplerState {ParameterName}_TextureSampler; void LoadTexture2D_{ParameterName}(in int TexelX, in int TexelY, in int MipLevel, out float4 OutValue) { OutValue = {ParameterName}_Texture.Load(int3(TexelX, TexelY, MipLevel)); } void GatherRedTexture2D_{ParameterName}(in float2 UV, out float4 OutValue) { OutValue = {ParameterName}_Texture.Gather({ParameterName}_TextureSampler, UV); } void SampleTexture2D_{ParameterName}(in float2 UV, in float MipLevel, out float4 OutValue) { OutValue = {ParameterName}_Texture.SampleLevel({ParameterName}_TextureSampler, UV, MipLevel); } void GetTextureDimensions_{ParameterName}(int MipLevel, out float2 OutValue) { OutValue.x = float(max({ParameterName}_TextureSize.x >> MipLevel, 1)); OutValue.y = float(max({ParameterName}_TextureSize.y >> MipLevel, 1)); } void GetNumMipLevels_{ParameterName}(out int OutMipLevels) { OutMipLevels = {ParameterName}_MipLevels; } void SamplePseudoVolumeTexture_{ParameterName}(in float3 UVW, in float2 XYNumFrames, in float TotalNumFrames, in int MipMode, in float MipLevel, in float2 DDX, in float2 DDY, out float4 OutValue) { OutValue = PseudoVolumeTexture({ParameterName}_Texture, {ParameterName}_TextureSampler, UVW, XYNumFrames, TotalNumFrames, (uint)MipMode, MipLevel, DDX, DDY); }