// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Public/Platform.ush" #include "/Plugin/TextureGraph/SamplerStates.ush" Texture2D Input; float4 FSH_Sin(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return sin(Clr); } float4 FSH_Cos(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return cos(Clr); } float4 FSH_Tan(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return tan(Clr); } float4 FSH_ASin(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return asin(Clr); } float4 FSH_ACos(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return acos(Clr); } float4 FSH_ATan(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return atan(Clr); } float4 FSH_ToRadians(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return radians(Clr); } float4 FSH_ToDegrees(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return degrees(Clr); } float4 FSH_Abs(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return abs(Clr); } float4 FSH_Sqrt(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return sqrt(Clr); } float4 FSH_Square(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return Clr * Clr; } float4 FSH_Cube(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return Clr * Clr * Clr; } float4 FSH_Cbrt(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); const float Exp = 1 / 3; return pow(Clr, float4(Exp, Exp, Exp, Exp)); } float4 FSH_Exp(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return exp(Clr); } float4 FSH_Log2(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return log2(Clr); } float4 FSH_Log10(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return log10(Clr); } float4 FSH_Log(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return log(Clr); } float4 FSH_Floor(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return floor(Clr); } float4 FSH_Ceil(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return ceil(Clr); } float4 FSH_Round(float2 uv : TEXCOORD0) : SV_Target0 { float4 Clr = Input.Sample(SamplerStates_Clamp, uv); return round(Clr); }