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Modifies postprocessing pipeline so that distortion is done on buffers scaled by ScreenPercentage. Scaling up ScreenPercentage will now have a bigger effect on aliasing in the HMD. Modifies headtracking to be driven by VBLank events rather than the render thread. Reduces tracking loss. #codereview Nick.Whiting,JJ.Hoesing [CL 2505935 by Marcus Wassmer in Main branch]
25 lines
809 B
C++
25 lines
809 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMorpheus.h: Post processing for Sony Morpheus HMD device
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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#if HAS_MORPHEUS
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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class FRCPassPostProcessMorpheus : 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() { delete this; }
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FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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};
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#endif
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