#pragma once #include "rendertarget.hh" #include "shaders.hh" struct T_CombinePass { T_CombinePass( ) = delete; T_CombinePass( T_CombinePass const& ) = delete; T_CombinePass( T_CombinePass&& ) = delete; T_CombinePass( __rw__ T_Texture& image , __rw__ T_Texture& bloom ); void render( ); void makeUI( ); T_Texture& output( ) { return txOutput_; } private: T_Texture& txImage_; T_Texture& txBloom_; T_Texture txOutput_; T_Rendertarget rtOutput_; T_ShaderPipeline program_; float bloomStrength_; float bloomAttenuation_; float vignette_[ 6 ]; float cgLift_[ 3 ]; float cgGain_[ 3 ]; float cgGamma_[ 3 ]; };