// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "./Flax/Common.hlsl" Texture2D Input : register(t0); Texture2D Distortion : register(t1); // Pixel shader for applying distortion pass results to the combined frame META_PS(true, FEATURE_LEVEL_ES2) float4 PS_ApplyDistortion(Quad_VS2PS input) : SV_Target { float4 accumDist = Distortion.Sample(SamplerPointClamp, input.TexCoord); float2 distOffset = (accumDist.rg - accumDist.ba) / 4.0f; float2 newTexCoord = input.TexCoord + distOffset; // Clamp around screen FLATTEN if (newTexCoord.x < 0 || newTexCoord.x > 1 || newTexCoord.y < 0 || newTexCoord.y > 1) { newTexCoord = input.TexCoord; } return Input.SampleLevel(SamplerPointClamp, newTexCoord, 0); }