Optimize C++ compilation time
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@@ -1,18 +1,21 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "EyeAdaptationPass.h"
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#include "HistogramPass.h"
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#include "RenderList.h"
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#include "Engine/Core/Math/Int2.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/PostProcessBase.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/PostProcessBase.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Engine/Engine.h"
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#include "HistogramPass.h"
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#include "Engine/Engine/Time.h"
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PACK_STRUCT(struct EyeAdaptationData {
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float MinBrightness;
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