// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessVisualizeHDR.h: Post processing VisualizeHDR implementation. =============================================================================*/ #pragma once #include "RenderingCompositionGraph.h" // derives from TRenderingCompositePassBase // ePId_Input0: LDR SceneColor // ePId_Input1: output of the Histogram pass // ePId_Input2: HDR SceneColor // ePId_Input3: output of the Histogram pass over screen (not reduced yet) class FRCPassPostProcessVisualizeHDR : public TRenderingCompositePassBase<4, 1> { public: // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual void Release() override { delete this; } virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; };