// Copyright Epic Games, Inc. All Rights Reserved. #include "../Common.ush" Texture2D DepthTexture; float PreExposure; // Taken from the view, but adjusted by the base exposure already applied to the Radiance texture int AdaptiveSamplingVisualize; void CopyDepth( in noperspective float4 UVAndScreenPos : TEXCOORD0, out float OutDepth : SV_DEPTH, out float4 OutColor : SV_Target0 ) { float2 UV = UVAndScreenPos.xy; float2 BufferSize = View.BufferSizeAndInvSize.xy; int3 TexCoord = int3(UV * BufferSize - View.ViewRectMin.xy, 0); OutDepth = DepthTexture.Load(TexCoord); OutColor = 0; }