// Copyright Epic Games, Inc. All Rights Reserved. #include "AdjustUVCommon.ush" float ClampMaskX; float ClampMaskY; Texture2D SourceTex; float4 FSH_AdjustGeneric(in float2 uv : TEXCOORD0) : SV_Target0 { float4 blob = SourceTex.Sample(SamplerStates_NoBorder, uv); float3 emissive = AdjustGeneric(blob, uv, ClampMaskX, ClampMaskY, 1, 1); float3 finalColor = emissive; return float4(clamp(finalColor, 0, 1), blob.a); }