/** Initialization constructor. */ FPostProcessUpscalePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness")); }
/** Initialization constructor. */ FPostProcessHMDPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); }
/** Initialization constructor. */ FPostProcessMotionBlurNewPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters")); }
/** Initialization constructor. */ FPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SSSParams.Bind(Initializer.ParameterMap, TEXT("SSSParams")); }
/** Initialization constructor. */ FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams")); }
/** Initialization constructor. */ FPostProcessDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams")); }
/** Initialization constructor. */ FPostProcessScreenSpaceReflectionsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SSRParams.Bind(Initializer.ParameterMap, TEXT("SSRParams")); }
/** Initialization constructor. */ FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView")); }
/** Initialization constructor. */ TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SubsurfaceParameters.Bind(Initializer.ParameterMap); }
/** Initialization constructor. */ FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); }
/** Initialization constructor. */ FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); SubsurfaceParameters.Bind(Initializer.ParameterMap); }
/** Initialization constructor. */ FPostProcessLpvDirectionalOcclusionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); LpvVolumeTextureSampler.Bind(Initializer.ParameterMap, TEXT("gLpv3DTextureSampler")); AOVolumeTextureSRVParameter.Bind( Initializer.ParameterMap, TEXT("gAOVolumeTexture") ); }
/** Initialization constructor. */ FPostProcessTestImagePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) , ColorRemapShaderParameters(Initializer.ParameterMap) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); FrameNumber.Bind(Initializer.ParameterMap,TEXT("FrameNumber")); FrameTime.Bind(Initializer.ParameterMap,TEXT("FrameTime")); }
/** Initialization constructor. */ FPostProcessBokehDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams")); SeparateTranslucencyResMultParam.Bind(Initializer.ParameterMap, TEXT("SeparateTranslucencyResMult")); LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture")); }
/** Initialization constructor. */ FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix")); TextureViewMad.Bind(Initializer.ParameterMap, TEXT("TextureViewMad")); MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters")); }
/** Initialization constructor. */ FPostProcessSelectionOutlinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); OutlineColor.Bind(Initializer.ParameterMap, TEXT("OutlineColor")); BSPSelectionIntensity.Bind(Initializer.ParameterMap, TEXT("BSPSelectionIntensity")); PostprocessInput1MS.Bind(Initializer.ParameterMap, TEXT("PostprocessInput1MS")); EditorRenderParams.Bind(Initializer.ParameterMap, TEXT("EditorRenderParams")); EditorPrimitivesStencil.Bind(Initializer.ParameterMap,TEXT("EditorPrimitivesStencil")); }
/** Initialization constructor. */ FPostProcessVisualizeBufferPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); if (bDrawingTile) { SourceTexture.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0")); SourceTextureSampler.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0Sampler")); } }
/** Initialization constructor. */ FPostProcessLpvIndirectPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); for ( int i=0; i<7; i++ ) { LpvBufferSRVParameters[i].Bind( Initializer.ParameterMap, LpvVolumeTextureSRVNames[i] ); } LpvVolumeTextureSampler.Bind(Initializer.ParameterMap, TEXT("gLpv3DTextureSampler")); AOVolumeTextureSRVParameter.Bind( Initializer.ParameterMap, TEXT("gAOVolumeTexture") ); PreIntegratedGF.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGF")); PreIntegratedGFSampler.Bind(Initializer.ParameterMap, TEXT("PreIntegratedGFSampler")); }
/** Initialization constructor. */ FPostProcessMorpheusPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); TextureScale.Bind(Initializer.ParameterMap, TEXT("TextureScale")); //check(TextureScaleLeft.IsBound()); TextureOffset.Bind(Initializer.ParameterMap, TEXT("TextureOffset")); //check(TextureOffsetRight.IsBound()); TextureUVOffset.Bind(Initializer.ParameterMap, TEXT("TextureUVOffset")); //check(TextureUVOffset.IsBound()); DistortionTextureParam.Bind(Initializer.ParameterMap, TEXT("DistortionTextureArray")); //check(DistortionTextureLeftParam.IsBound()); DistortionTextureSampler.Bind(Initializer.ParameterMap, TEXT("DistortionTextureSampler")); //check(DistortionTextureSampler.IsBound()); }
/** Initialization constructor. */ FPostProcessSubsurfaceExtractSpecularPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); }