// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "RenderGraph.h" #include "ScenePrivate.h" #include "ScreenPass.h" struct FBloomOutputs; // Returns whether FFT bloom is enabled for the view. bool IsFFTBloomEnabled(const FViewInfo& View); float GetFFTBloomResolutionFraction(const FIntPoint& ViewSize); struct FFFTBloomOutput { FScreenPassTexture BloomTexture; FRDGBufferRef SceneColorApplyParameters = nullptr; }; FFFTBloomOutput AddFFTBloomPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FScreenPassTexture& InputSceneColor, float InputResolutionFraction);