/* * 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. */ using UnrealBuildTool; using System.IO; public class StreamlineShaders : ModuleRules { public StreamlineShaders(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { } ); PrivateIncludePaths.AddRange( new string[] { Path.Combine(EngineDirectory,"Source/Runtime/Renderer/Private"), } ); PublicDependencyModuleNames.AddRange( new string[] { "Core", "RenderCore", "Renderer", } ); PrivateDependencyModuleNames.AddRange( new string[] { "Engine", "RHI", "Projects" } ); // 4.x and early access 5.0 engines used FVector2D type instead of FVector2f type for shader parameters bool bEngineUsesFVector2D = (Target.Version.MajorVersion == 4) || (Target.Version.BranchName == "++UE5+Release-5.0-EarlyAccess"); PrivateDefinitions.Add(string.Format("DLSS_ENGINE_USES_FVECTOR2D={0}", bEngineUsesFVector2D ? "1" : "0")); } }