#ifndef SS_EFFECTS_RD_H
#define SS_EFFECTS_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
#define RB_SCOPE_SSDS …
#define RB_SCOPE_SSIL …
#define RB_SCOPE_SSAO …
#define RB_SCOPE_SSR …
#define RB_LINEAR_DEPTH …
#define RB_FINAL …
#define RB_LAST_FRAME …
#define RB_DEINTERLEAVED …
#define RB_DEINTERLEAVED_PONG …
#define RB_EDGES …
#define RB_IMPORTANCE_MAP …
#define RB_IMPORTANCE_PONG …
#define RB_DEPTH_SCALED …
#define RB_NORMAL_SCALED …
#define RB_BLUR_RADIUS …
#define RB_INTERMEDIATE …
#define RB_OUTPUT …
class RenderSceneBuffersRD;
namespace RendererRD {
class SSEffects { … };
}
#endif