// Copyright Epic Games, Inc.All Rights Reserved. #pragma once #include "ScreenPass.h" class FScene; struct FMobileDistortionAccumulateInputs { FScreenPassTexture SceneColor; }; struct FMobileDistortionAccumulateOutputs { FScreenPassTexture DistortionAccumulate; }; FMobileDistortionAccumulateOutputs AddMobileDistortionAccumulatePass(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, const FMobileDistortionAccumulateInputs& Inputs); struct FMobileDistortionMergeInputs { FScreenPassTexture SceneColor; FScreenPassTexture DistortionAccumulate; }; FScreenPassTexture AddMobileDistortionMergePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FMobileDistortionMergeInputs& Inputs); // Returns whether distortion is enabled and there primitives to draw bool IsMobileDistortionActive(const FViewInfo& View);