Add UseAlpha to RenderBuffers for pass-though renderer with alpha channel
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@@ -11,17 +11,10 @@
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class FXAA : public RendererPass<FXAA>
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{
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private:
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PACK_STRUCT(struct Data
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{
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Float4 ScreenSize;
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});
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX)> _psFXAA;
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public:
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/// <summary>
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/// Performs AA pass rendering for the input task.
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/// </summary>
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@@ -31,7 +24,6 @@ public:
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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@@ -41,18 +33,12 @@ private:
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#endif
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public:
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// [RendererPass]
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String ToString() const override
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{
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return TEXT("FXAA");
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}
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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