godot/servers/rendering/renderer_rd/effects/debug_effects.cpp

/**************************************************************************/
/*  debug_effects.cpp                                                     */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "debug_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"

usingnamespaceRendererRD;

DebugEffects::DebugEffects() {}

void DebugEffects::_create_frustum_arrays() {}

DebugEffects::~DebugEffects() {}

void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect) {}

void DebugEffects::draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_fb, const Projection &p_current_projection, const Transform3D &p_current_transform, const Projection &p_previous_projection, const Transform3D &p_previous_transform, Size2i p_resolution) {}