3#include <RendererCore/Declarations.h>
4#include <RendererCore/Pipeline/RenderPipelinePass.h>
5#include <RendererCore/Shader/ConstantBufferStorage.h>
6#include <RendererCore/Shader/ShaderResource.h>
23 void SetFadeOutStart(
float fStart);
24 float GetFadeOutStart()
const;
26 void SetFadeOutEnd(
float fEnd);
27 float GetFadeOutEnd()
const;
30 void CreateSamplerState();
35 float m_fRadius = 1.0f;
36 float m_fMaxScreenSpaceRadius = 1.0f;
37 float m_fContrast = 2.0f;
38 float m_fIntensity = 0.7f;
40 float m_fFadeOutStart = 80.0f;
41 float m_fFadeOutEnd = 100.0f;
43 float m_fPositionBias = 5.0f;
44 float m_fMipLevelScale = 10.0f;
45 float m_fDepthBlurThreshold = 2.0f;
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
Definition ConstantBufferStorage.h:54
Definition RendererFoundationDLL.h:481
Definition RenderPipelinePass.h:26
virtual void Execute(const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs)=0
Render into outputs. Both inputs and outputs are passed in with actual texture handles....
virtual bool GetRenderTargetDescriptions(const plView &view, const plArrayPtr< plGALTextureCreationDescription *const > inputs, plArrayPtr< plGALTextureCreationDescription > outputs)=0
For a given input pin configuration, provide the output configuration of this node....
Interface for binary in (read) streams.
Definition Stream.h:22
Interface for binary out (write) streams.
Definition Stream.h:107
Encapsulates a view on the given world through the given camera and rendered with the specified Rende...
Definition View.h:21
Definition RenderPipelineNode.h:51
Definition Declarations.h:51
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54