// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Math/MathFwd.h" class FViewInfo; struct FViewMatrices; class FLightSceneInfo; // Computes a matrix to transform float4(SvPosition.xyz,1) directly to coordinate system of the given light void LightFunctionSvPositionToLightTransform(FMatrix44f& OutMatrix, const FViewInfo& View, const FLightSceneInfo& LightSceneInfo); FVector3f GetCamRelativeLightPosition(const FViewMatrices& ViewMatrices, const FLightSceneInfo& LightSceneInfo); // Returns a fade fraction for a light function and a given view based on the appropriate fade settings. float GetLightFunctionFadeFraction(const FViewInfo& View, FSphere LightBounds);