//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef VIEWPOSTPROCESS_H #define VIEWPOSTPROCESS_H #if defined( _WIN32 ) #pragma once #endif struct PostProcessParameters_t; void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false ); void DoImageSpaceMotionBlur( const CViewSetup &viewSetup ); void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename ); void SetRenderTargetAndViewPort( ITexture *rt ); bool IsDepthOfFieldEnabled(); void DoDepthOfField( const CViewSetup &view ); void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters ); void SetPostProcessParams( const PostProcessParameters_t* pPostProcessParameters, bool override ); void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate ); #endif // VIEWPOSTPROCESS_H