25 lines
825 B
C
25 lines
825 B
C
|
|
/*
|
||
|
|
* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
|
||
|
|
*
|
||
|
|
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
|
||
|
|
* property and proprietary rights in and to this material, related
|
||
|
|
* documentation and any modifications thereto. Any use, reproduction,
|
||
|
|
* disclosure or distribution of this material and related documentation
|
||
|
|
* without an express license agreement from NVIDIA CORPORATION or
|
||
|
|
* its affiliates is strictly prohibited.
|
||
|
|
*/
|
||
|
|
#pragma once
|
||
|
|
|
||
|
|
#include "CoreMinimal.h"
|
||
|
|
#include "RendererInterface.h"
|
||
|
|
#include "ScreenPass.h"
|
||
|
|
|
||
|
|
|
||
|
|
extern STREAMLINESHADERS_API FRDGTextureRef AddStreamlineUIHintExtractionPass(
|
||
|
|
FRDGBuilder& GraphBuilder,
|
||
|
|
// const FViewInfo& View,
|
||
|
|
const float InAlphaThresholdValue,
|
||
|
|
const FTexture2DRHIRef& InBackBuffer
|
||
|
|
// FRDGTextureRef InVelocityTexture
|
||
|
|
);
|