// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessLensBlur.h: Post processing lens blur implementation. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "RendererInterface.h" #include "PostProcess/RenderingCompositionGraph.h" // ePId_Input0: Input image // derives from TRenderingCompositePassBase class FRCPassPostProcessLensBlur : public TRenderingCompositePassBase<1, 1> { public: // constructor FRCPassPostProcessLensBlur(float InPercentKernelSize, float InThreshold); // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual void Release() override { delete this; } virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; float PercentKernelSize; float Threshold; };