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31 lines
1006 B
C++
31 lines
1006 B
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessLensBlur.h: Post processing lens blur implementation.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RendererInterface.h"
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#include "PostProcess/RenderingCompositionGraph.h"
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// ePId_Input0: Input image
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessLensBlur : public TRenderingCompositePassBase<1, 1>
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{
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public:
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// constructor
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FRCPassPostProcessLensBlur(float InPercentKernelSize, float InThreshold);
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual void Release() override { delete this; }
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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float PercentKernelSize;
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float Threshold;
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};
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