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Remove VirtualShadowMapConfig.h which is no longer necessary. #ROBOMERGE-SOURCE: CL 15919666 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533) [CL 15921215 by andrew lauritzen in ue5-main branch]
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VirtualShadowMapProjection.h
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RenderGraphResources.h"
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#include "ScreenSpaceDenoise.h"
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class FVirtualShadowMapClipmap;
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enum class EVirtualShadowMapProjectionInputType
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{
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GBuffer = 0,
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HairStrands = 1
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};
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FRDGTextureRef RenderVirtualShadowMapProjection(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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const FIntRect ScissorRect,
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EVirtualShadowMapProjectionInputType InputType,
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const TSharedPtr<FVirtualShadowMapClipmap>& Clipmap);
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FRDGTextureRef RenderVirtualShadowMapProjection(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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const FIntRect ScissorRect,
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EVirtualShadowMapProjectionInputType InputType,
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FProjectedShadowInfo* ShadowInfo);
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FRDGTextureRef RenderVirtualShadowMapProjectionOnePass(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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EVirtualShadowMapProjectionInputType InputType);
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void CompositeVirtualShadowMapMask(
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FRDGBuilder& GraphBuilder,
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const FIntRect ScissorRect,
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const FRDGTextureRef Input,
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FRDGTextureRef OutputShadowMaskTexture);
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