/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include "Common/GraphicsPipelinePass.h" #include "Common/FullscreenPass.h" // Screen Space Subsurface Scattering class CScreenSpaceSSSPass : public GraphicsPipelinePass { public: virtual ~CScreenSpaceSSSPass() {} void Init() override; void Shutdown() override; void Reset() override; void Execute(CTexture* pIrradianceTex); private: CFullscreenPass m_passH; CFullscreenPass m_passV; };