You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
35 lines
1.0 KiB
C++
35 lines
1.0 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
PostProcessHMD.h: Post processing for HMD devices
|
|
=============================================================================*/
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "RendererInterface.h"
|
|
#include "RenderingCompositionGraph.h"
|
|
|
|
/** The vertex data used to filter a texture. */
|
|
struct FDistortionVertex
|
|
{
|
|
FVector2D Position;
|
|
FVector2D TexR;
|
|
FVector2D TexG;
|
|
FVector2D TexB;
|
|
float VignetteFactor;
|
|
float TimewarpFactor;
|
|
};
|
|
|
|
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
|
|
// ePId_Input0: SceneColor
|
|
class FRCPassPostProcessHMD : public TRenderingCompositePassBase<1, 1>
|
|
{
|
|
public:
|
|
// interface FRenderingCompositePass ---------
|
|
virtual void Process(FRenderingCompositePassContext& Context) override;
|
|
virtual void Release() override { delete this; }
|
|
FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
|
|
};
|
|
|