Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHMD.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

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;
};