// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ScreenPass.h" /** The vertex data used to filter a texture. */ struct FDistortionVertex { FVector2f Position; FVector2f TexR; FVector2f TexG; FVector2f TexB; float VignetteFactor; float TimewarpFactor; }; struct FHMDDistortionInputs { // [Optional] Render to the specified output. If invalid, a new texture is created and returned. FScreenPassRenderTarget OverrideOutput; // [Required] The input scene color and view rect. FScreenPassTexture SceneColor; }; FScreenPassTexture AddDefaultHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs); FScreenPassTexture AddHMDDistortionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FHMDDistortionInputs& Inputs);