Compute shader for 1D separable blur on 3D volume texture. Run 3 times (X, Y, Z axis) for full 3D Gaussian blur.
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#include <IVSmokeHoleShaders.h>
Compute shader for 1D separable blur on 3D volume texture. Run 3 times (X, Y, Z axis) for full 3D Gaussian blur.
Definition at line 158 of file IVSmokeHoleShaders.h.
◆ ModifyCompilationEnvironment()
| static void FIVSmokeHoleBlurCS::ModifyCompilationEnvironment |
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const FGlobalShaderPermutationParameters & |
Parameters, |
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FShaderCompilerEnvironment & |
OutEnvironment |
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) |
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inlinestatic |
◆ ShouldCompilePermutation()
| static bool FIVSmokeHoleBlurCS::ShouldCompilePermutation |
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const FGlobalShaderPermutationParameters & |
Parameters | ) |
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inlinestatic |
◆ EventName
| constexpr const TCHAR* FIVSmokeHoleBlurCS::EventName = |
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staticconstexpr |
◆ ThreadGroupSizeX
| constexpr uint32 FIVSmokeHoleBlurCS::ThreadGroupSizeX = 8 |
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staticconstexpr |
◆ ThreadGroupSizeY
| constexpr uint32 FIVSmokeHoleBlurCS::ThreadGroupSizeY = 8 |
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staticconstexpr |
◆ ThreadGroupSizeZ
| constexpr uint32 FIVSmokeHoleBlurCS::ThreadGroupSizeZ = 8 |
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staticconstexpr |
The documentation for this class was generated from the following file: