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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessBloomSetup.h: Post processing bloom threshold pass implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: Half res HDR scene color
// ePId_Input1: EyeAdaptation
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessBloomSetup : public TRenderingCompositePassBase<2, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};
// ePId_Input0: HDR SceneColor
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessVisualizeBloomSetup : public TRenderingCompositePassBase<1, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};
// ePId_Input0: LDR SceneColor
// ePId_Input1: HDR SceneColor
// ePId_Input2: BloomOutputCombined
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessVisualizeBloomOverlay : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};