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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
33 lines
970 B
C++
33 lines
970 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessHMD.h: Post processing for HMD devices
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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/** The vertex data used to filter a texture. */
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struct FDistortionVertex
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{
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FVector2D Position;
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FVector2D TexR;
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FVector2D TexG;
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FVector2D TexB;
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float VignetteFactor;
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float TimewarpFactor;
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};
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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class FRCPassPostProcessHMD : public TRenderingCompositePassBase<1, 1>
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{
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public:
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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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FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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};
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