// 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); void AddApplyLocalExposurePass( FRDGBuilder& GraphBuilder, const FViewInfo& View, const FEyeAdaptationParameters& EyeAdaptationParameters, FRDGTextureRef EyeAdaptationTexture, FRDGTextureRef LocalExposureTexture, FRDGTextureRef BlurredLogLuminanceTexture, FScreenPassTexture Input, FScreenPassTexture Output, ERDGPassFlags PassFlags);