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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

58 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GlobalShader.h"
#include "ShaderParameterStruct.h"
class FNiagaraCopySVTToDenseBufferCS : public FGlobalShader
{
DECLARE_EXPORTED_GLOBAL_SHADER(FNiagaraCopySVTToDenseBufferCS, NIAGARASHADER_API);
SHADER_USE_PARAMETER_STRUCT(FNiagaraCopySVTToDenseBufferCS, FGlobalShader);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, NIAGARASHADER_API)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture3D<float4>, DestinationBuffer)
SHADER_PARAMETER_SAMPLER(SamplerState, TileDataTextureSampler)
SHADER_PARAMETER_TEXTURE(Texture3D<uint>, SparseVolumeTexturePageTable)
SHADER_PARAMETER_TEXTURE(Texture3D, SparseVolumeTextureA)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms0)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms1)
SHADER_PARAMETER(FIntVector, TextureSize)
SHADER_PARAMETER(int32, MipLevel)
END_SHADER_PARAMETER_STRUCT()
};
class FNiagaraBlendSVTsToDenseBufferCS : public FGlobalShader
{
DECLARE_EXPORTED_GLOBAL_SHADER(FNiagaraBlendSVTsToDenseBufferCS, NIAGARASHADER_API);
SHADER_USE_PARAMETER_STRUCT(FNiagaraBlendSVTsToDenseBufferCS, FGlobalShader);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, NIAGARASHADER_API)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture3D<float4>, DestinationBuffer)
SHADER_PARAMETER_SAMPLER(SamplerState, TileDataTextureSampler_A)
SHADER_PARAMETER_TEXTURE(Texture3D<uint>, SparseVolumeTexturePageTable_A)
SHADER_PARAMETER_TEXTURE(Texture3D, SparseVolumeTextureA_A)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms0_A)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms1_A)
SHADER_PARAMETER(FIntVector, TextureSize_A)
SHADER_PARAMETER(int32, MipLevels_A)
SHADER_PARAMETER_SAMPLER(SamplerState, TileDataTextureSampler_B)
SHADER_PARAMETER_TEXTURE(Texture3D<uint>, SparseVolumeTexturePageTable_B)
SHADER_PARAMETER_TEXTURE(Texture3D, SparseVolumeTextureA_B)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms0_B)
SHADER_PARAMETER(FUintVector4, PackedSVTUniforms1_B)
SHADER_PARAMETER(FIntVector, TextureSize_B)
SHADER_PARAMETER(int32, MipLevels_B)
SHADER_PARAMETER(float, LerpAmount)
END_SHADER_PARAMETER_STRUCT()
};