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#rb christopher.waters #fyi charles.derousiers, steve.smith #jira none [CL 14523947 by zach bethel in ue5-main branch]
29 lines
810 B
C
29 lines
810 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ScreenPass.h"
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/** The vertex data used to filter a texture. */
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struct FDistortionVertex
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{
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FVector2D Position;
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FVector2D TexR;
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FVector2D TexG;
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FVector2D TexB;
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float VignetteFactor;
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float TimewarpFactor;
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};
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struct FHMDDistortionInputs
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{
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// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
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FScreenPassRenderTarget OverrideOutput;
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// [Required] The input scene color and view rect.
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FScreenPassTexture SceneColor;
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};
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FScreenPassTexture AddDefaultHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs);
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FScreenPassTexture AddHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs); |