Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h
2014-03-14 14:13:41 -04:00

22 lines
838 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessBloomSetup.h: Post processing bloom threshold pass implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: Half res HDR scene color
// ePId_Input1: EyeAdaptation
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessBloomSetup : public TRenderingCompositePassBase<2, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context);
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const;
virtual void Release() OVERRIDE { delete this; }
};