// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessHMD.h: Post processing for HMD devices =============================================================================*/ #pragma once #include "RenderingCompositionGraph.h" /** The vertex data used to filter a texture. */ struct FDistortionVertex { FVector2D Position; FVector2D TexR; FVector2D TexG; FVector2D TexB; float VignetteFactor; float TimewarpFactor; }; // derives from TRenderingCompositePassBase // ePId_Input0: SceneColor class FRCPassPostProcessHMD : public TRenderingCompositePassBase<1, 1> { public: // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual void Release() override { delete this; } FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; };