// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/Platform.h" class FGlobalShaderMap; class FRDGBuilder; class FRDGTexture; class FScene; class FTexture; template class TSHVectorRGB; typedef TSHVectorRGB<3> FSHVectorRGB3; namespace MobileReflectionEnvironmentCapture { void ComputeAverageBrightness(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness); FRDGTexture* FilterReflectionEnvironment(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, FSHVectorRGB3* OutIrradianceEnvironmentMap); void CopyToSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* CubemapTexture, FTexture* ProcessedTexture); void CreateCubeMips(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture); }