// Copyright Epic Games, Inc. All Rights Reserved. #ifndef SOLID #define SOLID 0 #endif #include "/Engine/Public/Platform.ush" Texture2D MainTex; // Use the TiledFetch for blurredTex #include "../TiledFetch.ush" Declare_Tiles_And_FetchTiled(BlurredTex); float FreqLow; float Threshold; float FreqHigh; float4 FSH_AdjustFrequency(in float2 uv : TEXCOORD0) : SV_Target0 { uint width = 0; uint height = 0; MainTex.GetDimensions(width, height); int2 texelPos = int2(uv.x * width, uv.y * height); float4 mainTexVar = MainTex.Load(int3(texelPos, 0)); float4 blurredTexVar = FetchTiled_BlurredTex(uv); // Blurry float range = ((mainTexVar.r - blurredTexVar.r) * FreqHigh); float displacement = range + lerp(0.5, blurredTexVar.r, FreqLow); float3 result = float3(float2(displacement, range), 0.0); return float4(result, 1); }