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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FEyeAdaptationParameters;
FRDGTextureRef AddLocalExposureBlurredLogLuminancePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture InputTexture);