// Copyright Epic Games, Inc. All Rights Reserved. #include "NNEDenoiserShadersTransferFunctionOidnCS.h" namespace UE::NNEDenoiserShaders::Internal { void FTransferFunctionOidnCS::ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(InParameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("THREAD_GROUP_SIZE"), FTransferFunctionOidnConstants::THREAD_GROUP_SIZE); OutEnvironment.SetDefine(TEXT("MAX_FLT"), MAX_FLT); } bool FTransferFunctionOidnCS::ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return ShouldCompileRayTracingShadersForProject(Parameters.Platform); } IMPLEMENT_GLOBAL_SHADER(FTransferFunctionOidnCS, "/NNEDenoiserShaders/NNEDenoiserShadersTransferFunctionOidn.usf", "PreOrPostprocess", SF_Compute); } // UE::NNEDenoiser::Private