2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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2019-10-01 13:03:04 -04:00
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#include "OverridePassSequence.h"
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2014-03-14 14:13:41 -04:00
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2019-10-01 13:03:04 -04:00
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class FEyeAdaptationParameters;
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struct FVisualizeHDRInputs
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2014-03-14 14:13:41 -04:00
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{
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// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
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FScreenPassRenderTarget OverrideOutput;
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FScreenPassTexture SceneColor;
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FScreenPassTexture SceneColorBeforeTonemap;
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FRDGTextureRef HistogramTexture = nullptr;
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FRDGTextureRef EyeAdaptationTexture = nullptr;
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const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
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2014-03-14 14:13:41 -04:00
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};
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2019-10-01 13:03:04 -04:00
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FScreenPassTexture AddVisualizeHDRPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeHDRInputs& Inputs);
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