23 lines
870 B
C++
23 lines
870 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HAL/Platform.h"
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class FGlobalShaderMap;
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class FRDGBuilder;
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class FRDGTexture;
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class FScene;
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class FTexture;
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template<int32 MaxSHOrder> class TSHVectorRGB;
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typedef TSHVectorRGB<3> FSHVectorRGB3;
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namespace MobileReflectionEnvironmentCapture
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{
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void ComputeAverageBrightness(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness);
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FRDGTexture* FilterReflectionEnvironment(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, FSHVectorRGB3* OutIrradianceEnvironmentMap);
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void CopyToSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* CubemapTexture, FTexture* ProcessedTexture);
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void CreateCubeMips(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture);
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}
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