Polyphase Game Engine
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FxaaPass.h
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1#pragma once
2
4
6{
7 float mEdgeThresholdMin = 0.0312f;
8 float mEdgeThresholdMax = 0.125f;
9 float mSubpixelQuality = 0.75f;
10 int32_t mPad0 = 1337;
11};
12
14{
15public:
16
17 virtual void Create() override;
18 virtual void Destroy() override;
19
20 virtual void Render(Image* input, Image* output) override;
21
22 virtual void GatherProperties(std::vector<Property>& props) override;
23
24protected:
25
27};
Definition FxaaPass.h:14
virtual void Destroy() override
Definition FxaaPass.cpp:10
virtual void Render(Image *input, Image *output) override
Definition FxaaPass.cpp:15
virtual void GatherProperties(std::vector< Property > &props) override
Definition FxaaPass.cpp:55
virtual void Create() override
Definition FxaaPass.cpp:5
FxaaUniforms mUniforms
Definition FxaaPass.h:26
Definition PostProcessPass.h:9
Definition FxaaPass.h:6
float mEdgeThresholdMax
Definition FxaaPass.h:8
float mSubpixelQuality
Definition FxaaPass.h:9
int32_t mPad0
Definition FxaaPass.h:10
float mEdgeThresholdMin
Definition FxaaPass.h:7