/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionSceneDepth extends MaterialExpression native(Material) collapsecategories hidecategories(Object); /** * MaterialExpressionSceneDepth: * samples the current scene texture depth target * for use in a material */ /** texture coordinate inputt expression for this node */ var ExpressionInput Coordinates; /** normalize the depth values to [near,far] -> [0,1] */ var() bool bNormalize; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL); virtual FString GetCaption() const; } defaultproperties { MenuCategories(0)="Depth" Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=0,MaskB=0,MaskA=0) }