// Copyright Epic Games, Inc. All Rights Reserved. #include "../Common.ush" #include "../DeferredShadingCommon.ush" Texture2D AmbientOcclusionTexture; SamplerState AmbientOcclusionTextureSampler; void CompositeAmbientOcclusionPS( in noperspective float2 UV : TEXCOORD0, out float4 OutColor : SV_Target0 ) { float AmbientOcclusionMask = AmbientOcclusionTexture.Sample(AmbientOcclusionTextureSampler, UV).r; AmbientOcclusionMask = saturate(AmbientOcclusionMask); OutColor = float4(AmbientOcclusionMask, AmbientOcclusionMask, AmbientOcclusionMask, 1.0); }