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  1. BIN
      Intermediate/Build/BuildRules/TetreeseDemoModuleRules.dll
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      Intermediate/Build/BuildRules/TetreeseDemoModuleRules.pdb
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BIN
Intermediate/Build/BuildRules/TetreeseDemoModuleRules.dll


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Intermediate/Build/BuildRules/TetreeseDemoModuleRules.pdb


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Intermediate/Build/BuildRules/TetreeseDemoModuleRulesManifest.json

@@ -1,8 +0,0 @@
-{
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-		"D:\\TeTreesDemo\\codeTetrees\\Source\\TetreeseDemo.Target.cs",
-		"D:\\TeTreesDemo\\codeTetrees\\Source\\TetreeseDemoEditor.Target.cs"
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BIN
Intermediate/Build/SourceFileCache.bin


BIN
Intermediate/Build/Win64/ActionHistory.bin


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+ 0 - 12355
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-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Runtime\\Synthesis\\Source\\SynthesisEditor\\Classes\\EpicSynth1PresetBank.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Runtime\\Synthesis\\Source\\SynthesisEditor\\Classes\\SynthesisEditorSettings.h"
-      ],
-      "PublicHeaders": [],
-      "InternalHeaders": [],
-      "PrivateHeaders": [],
-      "PublicDefines": [],
-      "GeneratedCPPFilenameBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Runtime\\Synthesis\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\SynthesisEditor\\UHT\\SynthesisEditor.gen",
-      "SaveExportedHeaders": false,
-      "UHTGeneratedCodeVersion": "None"
-    },
-    {
-      "Name": "WebMMediaEditor",
-      "ModuleType": "EngineEditor",
-      "OverrideModuleType": "None",
-      "BaseDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Media\\WebMMedia\\Source\\WebMMediaEditor",
-      "IncludeBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Media\\WebMMedia\\Source\\WebMMediaEditor\\Private",
-      "OutputDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Media\\WebMMedia\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\WebMMediaEditor\\UHT",
-      "ClassesHeaders": [],
-      "PublicHeaders": [],
-      "InternalHeaders": [],
-      "PrivateHeaders": [
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Media\\WebMMedia\\Source\\WebMMediaEditor\\Private\\WebMFileMediaSourceFactory.h"
-      ],
-      "PublicDefines": [],
-      "GeneratedCPPFilenameBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Media\\WebMMedia\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\WebMMediaEditor\\UHT\\WebMMediaEditor.gen",
-      "SaveExportedHeaders": false,
-      "UHTGeneratedCodeVersion": "None"
-    },
-    {
-      "Name": "InterchangeTests",
-      "ModuleType": "EngineEditor",
-      "OverrideModuleType": "None",
-      "BaseDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests",
-      "IncludeBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public",
-      "OutputDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\InterchangeTests\\UHT",
-      "ClassesHeaders": [],
-      "PublicHeaders": [
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\AnimationImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeImportTestStepReimport.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\ImportTestFunctionsBase.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeImportTestStepBase.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeImportTestSettings.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeTestFunction.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\AssetImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\ActorImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeImportTestPlan.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\InterchangeImportTestStepImport.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\LevelSequenceImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\InterchangeResultImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\MaterialImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\MaterialXTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\LevelVariantSetsImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\SkeletalMeshImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\TextureImportTestFunctions.h",
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTests\\Public\\ImportTestFunctions\\StaticMeshImportTestFunctions.h"
-      ],
-      "InternalHeaders": [],
-      "PrivateHeaders": [],
-      "PublicDefines": [],
-      "GeneratedCPPFilenameBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\InterchangeTests\\UHT\\InterchangeTests.gen",
-      "SaveExportedHeaders": false,
-      "UHTGeneratedCodeVersion": "None"
-    },
-    {
-      "Name": "InterchangeTestEditor",
-      "ModuleType": "EngineEditor",
-      "OverrideModuleType": "None",
-      "BaseDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTestEditor",
-      "IncludeBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTestEditor\\Public",
-      "OutputDirectory": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\InterchangeTestEditor\\UHT",
-      "ClassesHeaders": [],
-      "PublicHeaders": [],
-      "InternalHeaders": [],
-      "PrivateHeaders": [
-        "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Source\\InterchangeTestEditor\\Private\\InterchangeImportTestPlanFactory.h"
-      ],
-      "PublicDefines": [],
-      "GeneratedCPPFilenameBase": "D:\\EpicGames\\UE_5.2\\Engine\\Plugins\\Tests\\InterchangeTests\\Intermediate\\Build\\Win64\\UnrealEditor\\Inc\\InterchangeTestEditor\\UHT\\InterchangeTestEditor.gen",
-      "SaveExportedHeaders": false,
-      "UHTGeneratedCodeVersion": "None"
-    }
-  ],
-  "UhtPlugins": []
-}

+ 0 - 1
Intermediate/Build/Win64/TetreeseDemoEditor/Development/TetreeseDemoEditor.uhtpath

@@ -1 +0,0 @@
-D:\EpicGames\UE_5.2\Engine\Binaries\Win64\UnrealHeaderTool.target

BIN
Intermediate/Build/Win64/x64/TetreeseDemoEditor/ActionHistory.bin


+ 0 - 2
Intermediate/Build/Win64/x64/TetreeseDemoEditor/Development/Engine/SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.cpp

@@ -1,2 +0,0 @@
-// Compiler: 14.36.32535
-#include "D:/TeTreesDemo/codeTetrees/Intermediate/Build/Win64/x64/TetreeseDemoEditor/Development/Engine/SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.h"

+ 0 - 390
Intermediate/Build/Win64/x64/TetreeseDemoEditor/Development/Engine/SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.h

@@ -1,390 +0,0 @@
-// PCH for Runtime/Engine/Public/EngineSharedPCH.h
-// Generated by UnrealBuildTool (UEBuildModuleCPP.cs)
-#define IS_PROGRAM 0
-#define UE_EDITOR 1
-#define USE_SHADER_COMPILER_WORKER_TRACE 0
-#define ENABLE_PGO_PROFILE 0
-#define USE_VORBIS_FOR_STREAMING 1
-#define USE_XMA2_FOR_STREAMING 1
-#define WITH_DEV_AUTOMATION_TESTS 1
-#define WITH_PERF_AUTOMATION_TESTS 1
-#define WITH_LOW_LEVEL_TESTS 0
-#define WITH_TESTS 1
-#define UNICODE 1
-#define _UNICODE 1
-#define __UNREAL__ 1
-#define IS_MONOLITHIC 0
-#define WITH_ENGINE 1
-#define WITH_UNREAL_DEVELOPER_TOOLS 1
-#define WITH_UNREAL_TARGET_DEVELOPER_TOOLS 1
-#define WITH_APPLICATION_CORE 1
-#define WITH_COREUOBJECT 1
-#define WITH_VERSE 1
-#define UE_USE_VERSE_PATHS 1
-#define USE_STATS_WITHOUT_ENGINE 0
-#define WITH_PLUGIN_SUPPORT 0
-#define WITH_ACCESSIBILITY 1
-#define WITH_PERFCOUNTERS 1
-#define WITH_FIXED_TIME_STEP_SUPPORT 1
-#define USE_LOGGING_IN_SHIPPING 0
-#define WITH_LOGGING_TO_MEMORY 0
-#define USE_CACHE_FREED_OS_ALLOCS 1
-#define USE_CHECKS_IN_SHIPPING 0
-#define USE_UTF8_TCHARS 0
-#define USE_ESTIMATED_UTCNOW 0
-#define UE_ALLOW_EXEC_COMMANDS_IN_SHIPPING 1
-#define WITH_EDITOR 1
-#define WITH_IOSTORE_IN_EDITOR 1
-#define WITH_SERVER_CODE 1
-#define UE_FNAME_OUTLINE_NUMBER 0
-#define WITH_PUSH_MODEL 1
-#define WITH_CEF3 1
-#define WITH_LIVE_CODING 1
-#define WITH_CPP_MODULES 0
-#define WITH_CPP_COROUTINES 0
-#define WITH_PROCESS_PRIORITY_CONTROL 0
-#define UBT_MODULE_MANIFEST "UnrealEditor.modules"
-#define UBT_MODULE_MANIFEST_DEBUGGAME "UnrealEditor-Win64-DebugGame.modules"
-#define UBT_COMPILED_PLATFORM Win64
-#define UBT_COMPILED_TARGET Editor
-#define UE_APP_NAME "UnrealEditor"
-#define NDIS_MINIPORT_MAJOR_VERSION 0
-#define WIN32 1
-#define _WIN32_WINNT 0x0601
-#define WINVER 0x0601
-#define PLATFORM_WINDOWS 1
-#define PLATFORM_MICROSOFT 1
-#define OVERRIDE_PLATFORM_HEADER_NAME Windows
-#define RHI_RAYTRACING 1
-#define NDEBUG 1
-#define UE_BUILD_DEVELOPMENT 1
-#define UE_IS_ENGINE_MODULE 1
-#define UE_DISABLE_INLINE_GEN_CPP 0
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define GPUPARTICLE_LOCAL_VF_ONLY 0
-#define WITH_ODSC 0
-#define UE_WITH_IRIS 1
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define GPUPARTICLE_LOCAL_VF_ONLY 0
-#define WITH_ODSC 0
-#define UE_WITH_IRIS 1
-#define ENGINE_API DLLIMPORT
-#define UE_MEMORY_TAGS_TRACE_ENABLED 1
-#define UE_ENABLE_ICU 1
-#define WITH_ADDITIONAL_CRASH_CONTEXTS 1
-#define WITH_VS_PERF_PROFILER 1
-#define WITH_SUPERLUMINAL_PROFILER 0
-#define WITH_CONCURRENCYVIEWER_PROFILER 0
-#define WITH_DIRECTXMATH 0
-#define UE_WITH_IRIS 1
-#define PLATFORM_SUPPORTS_PLATFORM_EVENTS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_VIRTUAL_MEMORY_HOOKS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_MODULE_DIAGNOSTICS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_CALLSTACK 1
-#define UE_MEMORY_TRACE_AVAILABLE 1
-#define WITH_MALLOC_STOMP 1
-#define CORE_API DLLIMPORT
-#define TRACELOG_API DLLIMPORT
-#define PLATFORM_MAX_LOCAL_PLAYERS 0
-#define COREONLINE_API DLLIMPORT
-#define COREUOBJECT_API DLLIMPORT
-#define NETCORE_API DLLIMPORT
-#define NETCOMMON_API DLLIMPORT
-#define UE_WINDOWS_USING_UIA 1
-#define APPLICATIONCORE_API DLLIMPORT
-#define RHI_WANT_BREADCRUMB_EVENTS 1
-#define RHI_WANT_RESOURCE_INFO 1
-#define RHI_API DLLIMPORT
-#define IMAGECORE_API DLLIMPORT
-#define JSON_API DLLIMPORT
-#define JSONUTILITIES_API DLLIMPORT
-#define WITH_FREETYPE 1
-#define SLATECORE_API DLLIMPORT
-#define INPUTCORE_API DLLIMPORT
-#define SLATE_API DLLIMPORT
-#define WITH_UNREALPNG 1
-#define WITH_UNREALJPEG 1
-#define WITH_LIBJPEGTURBO 1
-#define WITH_UNREALEXR 1
-#define WITH_UNREALEXR_MINIMAL 0
-#define IMAGEWRAPPER_API DLLIMPORT
-#define WITH_LIBTIFF 1
-#define MESSAGING_API DLLIMPORT
-#define MESSAGINGCOMMON_API DLLIMPORT
-#define RENDERCORE_API DLLIMPORT
-#define ANALYTICSET_API DLLIMPORT
-#define ANALYTICS_API DLLIMPORT
-#define SOCKETS_PACKAGE 1
-#define SOCKETS_API DLLIMPORT
-#define ASSETREGISTRY_API DLLIMPORT
-#define ENGINEMESSAGES_API DLLIMPORT
-#define ENGINESETTINGS_API DLLIMPORT
-#define SYNTHBENCHMARK_API DLLIMPORT
-#define RENDERER_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define GAMEPLAYTAGS_API DLLIMPORT
-#define DEVELOPERSETTINGS_API DLLIMPORT
-#define PACKETHANDLER_API DLLIMPORT
-#define RELIABILITYHANDLERCOMPONENT_API DLLIMPORT
-#define AUDIOPLATFORMCONFIGURATION_API DLLIMPORT
-#define MESHDESCRIPTION_API DLLIMPORT
-#define STATICMESHDESCRIPTION_API DLLIMPORT
-#define SKELETALMESHDESCRIPTION_API DLLIMPORT
-#define ANIMATIONCORE_API DLLIMPORT
-#define PAKFILE_API DLLIMPORT
-#define RSA_API DLLIMPORT
-#define NETWORKREPLAYSTREAMING_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define PHYSICSCORE_API DLLIMPORT
-#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
-#define CHAOS_CHECKED 0
-#define CHAOS_DEBUG_NAME 1
-#define CHAOSCORE_API DLLIMPORT
-#define INTEL_ISPC 1
-#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
-#define CHAOS_MEMORY_TRACKING 0
-#define CHAOS_API DLLIMPORT
-#define VORONOI_API DLLIMPORT
-#define GEOMETRYCORE_API DLLIMPORT
-#define SIGNALPROCESSING_API DLLIMPORT
-#define AUDIOEXTENSIONS_API DLLIMPORT
-#define AUDIOMIXERCORE_API DLLIMPORT
-#define AUDIOLINKCORE_API DLLIMPORT
-#define COOKONTHEFLY_API DLLIMPORT
-#define NETWORKING_API DLLIMPORT
-#define TEXTUREBUILDUTILITIES_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define WITH_RECAST 1
-#define WITH_NAVMESH_SEGMENT_LINKS 1
-#define WITH_NAVMESH_CLUSTER_LINKS 1
-#define UNREALED_API DLLIMPORT
-#define ASSETDEFINITION_API DLLIMPORT
-#define EDITORSUBSYSTEM_API DLLIMPORT
-#define DIRECTORYWATCHER_API DLLIMPORT
-#define DOCUMENTATION_API DLLIMPORT
-#define MAINFRAME_API DLLIMPORT
-#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 1
-#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 1
-#define PROJECTS_API DLLIMPORT
-#define SANDBOXFILE_API DLLIMPORT
-#define EDITORFRAMEWORK_API DLLIMPORT
-#define INTERACTIVETOOLSFRAMEWORK_API DLLIMPORT
-#define TYPEDELEMENTFRAMEWORK_API DLLIMPORT
-#define TYPEDELEMENTRUNTIME_API DLLIMPORT
-#define SOURCE_CONTROL_WITH_SLATE 1
-#define SOURCECONTROL_API DLLIMPORT
-#define UNCONTROLLEDCHANGELISTS_API DLLIMPORT
-#define UNREALEDMESSAGES_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define WITH_GAMEPLAY_DEBUGGER_CORE 1
-#define WITH_GAMEPLAY_DEBUGGER 1
-#define WITH_GAMEPLAY_DEBUGGER_MENU 1
-#define GAMEPLAYDEBUGGER_API DLLIMPORT
-#define BLUEPRINTGRAPH_API DLLIMPORT
-#define HTTP_PACKAGE 1
-#define CURL_ENABLE_DEBUG_CALLBACK 1
-#define CURL_ENABLE_NO_TIMEOUTS_OPTION 1
-#define WITH_WINHTTP 1
-#define HTTP_API DLLIMPORT
-#define FUNCTIONALTESTING_API DLLIMPORT
-#define AUTOMATIONCONTROLLER_API DLLIMPORT
-#define AUTOMATIONTEST_API DLLIMPORT
-#define LOCALIZATION_API DLLIMPORT
-#define WITH_SNDFILE_IO 1
-#define AUDIOEDITOR_API DLLIMPORT
-#define AUDIOMIXER_API DLLIMPORT
-#define AUDIOLINKENGINE_API DLLIMPORT
-#define TARGETPLATFORM_API DLLIMPORT
-#define TEXTUREFORMAT_API DLLIMPORT
-#define LEVELEDITOR_API DLLIMPORT
-#define SETTINGS_API DLLIMPORT
-#define HEADMOUNTEDDISPLAY_API DLLIMPORT
-#define VREDITOR_API DLLIMPORT
-#define COMMONMENUEXTENSIONS_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define LANDSCAPE_API DLLIMPORT
-#define PROPERTYEDITOR_API DLLIMPORT
-#define ACTORPICKERMODE_API DLLIMPORT
-#define SCENEDEPTHPICKERMODE_API DLLIMPORT
-#define EDITORCONFIG_API DLLIMPORT
-#define DETAILCUSTOMIZATIONS_API DLLIMPORT
-#define CLASSVIEWER_API DLLIMPORT
-#define GRAPHEDITOR_API DLLIMPORT
-#define STRUCTVIEWER_API DLLIMPORT
-#define CONTENTBROWSER_API DLLIMPORT
-#define ASSETTOOLS_API DLLIMPORT
-#define MERGE_API DLLIMPORT
-#define COLLECTIONMANAGER_API DLLIMPORT
-#define CONTENTBROWSERDATA_API DLLIMPORT
-#define UELIBSAMPLERATE_API DLLIMPORT
-#define ENABLE_HTTP_FOR_NFS 1
-#define NETWORKFILESYSTEM_API DLLIMPORT
-#define UMG_API DLLIMPORT
-#define MOVIESCENE_API DLLIMPORT
-#define TIMEMANAGEMENT_API DLLIMPORT
-#define MOVIESCENETRACKS_API DLLIMPORT
-#define CONSTRAINTS_API DLLIMPORT
-#define PROPERTYPATH_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define WITH_RECAST 1
-#define WITH_NAVMESH_SEGMENT_LINKS 1
-#define WITH_NAVMESH_CLUSTER_LINKS 1
-#define NAVIGATIONSYSTEM_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define GEOMETRYCOLLECTIONENGINE_API DLLIMPORT
-#define MATERIALSHADERQUALITYSETTINGS_API DLLIMPORT
-#define FIELDSYSTEMENGINE_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define CHAOSSOLVERENGINE_API DLLIMPORT
-#define DATAFLOWCORE_API DLLIMPORT
-#define DATAFLOWENGINE_API DLLIMPORT
-#define MESHBUILDER_API DLLIMPORT
-#define MESHUTILITIESCOMMON_API DLLIMPORT
-#define TOOLMENUSEDITOR_API DLLIMPORT
-#define TOOLMENUS_API DLLIMPORT
-#define STATUSBAR_API DLLIMPORT
-#define INTERCHANGECORE_API DLLIMPORT
-#define INTERCHANGEENGINE_API DLLIMPORT
-#define DEVELOPERTOOLSETTINGS_API DLLIMPORT
-#define SUBOBJECTDATAINTERFACE_API DLLIMPORT
-#define SUBOBJECTEDITOR_API DLLIMPORT
-#define KISMET_API DLLIMPORT
-#define PHYSICSUTILITIES_API DLLIMPORT
-#define TOOLWIDGETS_API DLLIMPORT
-#define AUDIOMIXERXAUDIO2_API DLLIMPORT
-#define ASSETTAGSEDITOR_API DLLIMPORT
-#define ADDCONTENTDIALOG_API DLLIMPORT
-#define MESHUTILITIES_API DLLIMPORT
-#define MESHMERGEUTILITIES_API DLLIMPORT
-#define HIERARCHICALLODUTILITIES_API DLLIMPORT
-#define MESHREDUCTIONINTERFACE_API DLLIMPORT
-#define SKELETALMESHEDITOR_API DLLIMPORT
-#define PERSONA_API DLLIMPORT
-#define SKELETONEDITOR_API DLLIMPORT
-#define ANIMATIONWIDGETS_API DLLIMPORT
-#define ANIMATIONEDITOR_API DLLIMPORT
-#define ADVANCEDPREVIEWSCENE_API DLLIMPORT
-#define KISMETCOMPILER_API DLLIMPORT
-#define GAMEPLAYTASKS_API DLLIMPORT
-#define WITH_RECAST 1
-#define WITH_GAMEPLAY_DEBUGGER_CORE 1
-#define WITH_GAMEPLAY_DEBUGGER 1
-#define WITH_GAMEPLAY_DEBUGGER_MENU 1
-#define AIMODULE_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define IRISCORE_API DLLIMPORT
-#define MOVIESCENECAPTURE_API DLLIMPORT
-#define ANIMATIONDATACONTROLLER_API DLLIMPORT
-#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 1
-#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 1
-#include "Runtime/Engine/Public/EngineSharedPCH.h"

+ 0 - 1869
Intermediate/Build/Win64/x64/TetreeseDemoEditor/Development/Engine/SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.h.dep.json

@@ -1,1869 +0,0 @@
-{
-    "Version": "1.2",
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-        "Source": "d:\\tetreesdemo\\codetetrees\\intermediate\\build\\win64\\x64\\tetreesedemoeditor\\development\\engine\\sharedpch.engine.shadowerrors.inclorderunreal5_0.cpp",
-        "ProvidedModule": "",
-        "Includes": [
-            "d:\\tetreesdemo\\codetetrees\\intermediate\\build\\win64\\x64\\tetreesedemoeditor\\development\\engine\\sharedpch.engine.shadowerrors.inclorderunreal5_0.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\engine\\public\\enginesharedpch.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\containers\\containersfwd.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\hal\\platform.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\misc\\build.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\misc\\largeworldcoordinates.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\hal\\preprocessorhelpers.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\windows\\windowsplatformcompilerpresetup.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\genericplatform\\genericplatformcompilerpresetup.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\genericplatform\\genericplatform.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\windows\\windowsplatformcodeanalysis.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\windows\\windowsplatform.h",
-            "c:\\program files\\microsoft visual studio\\2022\\community\\vc\\tools\\msvc\\14.36.32532\\include\\sal.h",
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-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\msvc\\msvcplatform.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\windows\\windowsplatformcompilersetup.h",
-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\coretypes.h",
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-            "c:\\program files (x86)\\windows kits\\10\\include\\10.0.22000.0\\ucrt\\corecrt.h",
-            "c:\\program files\\microsoft visual studio\\2022\\community\\vc\\tools\\msvc\\14.36.32532\\include\\xtr1common",
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-            "d:\\epicgames\\ue_5.2\\engine\\source\\runtime\\core\\public\\misc\\assertionmacros.h",
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-            "d:\\epicgames\\ue_5.2\\engine\\intermediate\\build\\win64\\unrealeditor\\inc\\engine\\uht\\soundwave.generated.h"
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+ 0 - 334
Intermediate/Build/Win64/x64/TetreeseDemoEditor/Development/Engine/SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.h.obj.response

@@ -1,334 +0,0 @@
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Intermediate/Build/Win64/x64/UnrealEditor/ActionHistory.bin


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Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/Default.rc2.res


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Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/Definitions.TetreeseDemo.h

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-#define DEPRECATED_FORGAME DEPRECATED
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-#define UE_DEPRECATED_FORGAME UE_DEPRECATED
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-#undef UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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-#define UE_EDITOR 1
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-#define ENABLE_PGO_PROFILE 0
-#define USE_VORBIS_FOR_STREAMING 1
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-#define WITH_UNREAL_DEVELOPER_TOOLS 1
-#define WITH_UNREAL_TARGET_DEVELOPER_TOOLS 1
-#define WITH_APPLICATION_CORE 1
-#define WITH_COREUOBJECT 1
-#define WITH_VERSE 1
-#define UE_USE_VERSE_PATHS 1
-#define USE_STATS_WITHOUT_ENGINE 0
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-#define WITH_ACCESSIBILITY 1
-#define WITH_PERFCOUNTERS 1
-#define WITH_FIXED_TIME_STEP_SUPPORT 1
-#define USE_LOGGING_IN_SHIPPING 0
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-#define USE_CHECKS_IN_SHIPPING 0
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-#define USE_ESTIMATED_UTCNOW 0
-#define UE_ALLOW_EXEC_COMMANDS_IN_SHIPPING 1
-#define WITH_EDITOR 1
-#define WITH_IOSTORE_IN_EDITOR 1
-#define WITH_SERVER_CODE 1
-#define UE_FNAME_OUTLINE_NUMBER 0
-#define WITH_PUSH_MODEL 1
-#define WITH_CEF3 1
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-#define WITH_CPP_COROUTINES 0
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-#define UBT_COMPILED_PLATFORM Win64
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-#define UE_APP_NAME "UnrealEditor"
-#define NDIS_MINIPORT_MAJOR_VERSION 0
-#define WIN32 1
-#define _WIN32_WINNT 0x0601
-#define WINVER 0x0601
-#define PLATFORM_WINDOWS 1
-#define PLATFORM_MICROSOFT 1
-#define OVERRIDE_PLATFORM_HEADER_NAME Windows
-#define RHI_RAYTRACING 1
-#define NDEBUG 1
-#define UE_BUILD_DEVELOPMENT 1
-#define UE_IS_ENGINE_MODULE 0
-#define UE_DISABLE_INLINE_GEN_CPP 0
-#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 1
-#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 1
-#define UE_PROJECT_NAME TetreeseDemo
-#define UE_TARGET_NAME TetreeseDemoEditor
-#define UE_MODULE_NAME "TetreeseDemo"
-#define UE_PLUGIN_NAME ""
-#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION() 
-#define IMPLEMENT_SIGNING_KEY_REGISTRATION() 
-#define DEPRECATED_FORGAME DEPRECATED
-#define UE_DEPRECATED_FORGAME UE_DEPRECATED
-#define COREUOBJECT_API DLLIMPORT
-#define UE_MEMORY_TAGS_TRACE_ENABLED 1
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-#define WITH_ADDITIONAL_CRASH_CONTEXTS 1
-#define WITH_VS_PERF_PROFILER 1
-#define WITH_SUPERLUMINAL_PROFILER 0
-#define WITH_CONCURRENCYVIEWER_PROFILER 0
-#define WITH_DIRECTXMATH 0
-#define UE_WITH_IRIS 1
-#define PLATFORM_SUPPORTS_PLATFORM_EVENTS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_VIRTUAL_MEMORY_HOOKS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_MODULE_DIAGNOSTICS 1
-#define PLATFORM_SUPPORTS_TRACE_WIN32_CALLSTACK 1
-#define UE_MEMORY_TRACE_AVAILABLE 1
-#define WITH_MALLOC_STOMP 1
-#define CORE_API DLLIMPORT
-#define TRACELOG_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define GPUPARTICLE_LOCAL_VF_ONLY 0
-#define WITH_ODSC 0
-#define UE_WITH_IRIS 1
-#define ENGINE_API DLLIMPORT
-#define PLATFORM_MAX_LOCAL_PLAYERS 0
-#define COREONLINE_API DLLIMPORT
-#define NETCORE_API DLLIMPORT
-#define NETCOMMON_API DLLIMPORT
-#define UE_WINDOWS_USING_UIA 1
-#define APPLICATIONCORE_API DLLIMPORT
-#define RHI_WANT_BREADCRUMB_EVENTS 1
-#define RHI_WANT_RESOURCE_INFO 1
-#define RHI_API DLLIMPORT
-#define IMAGECORE_API DLLIMPORT
-#define JSON_API DLLIMPORT
-#define JSONUTILITIES_API DLLIMPORT
-#define WITH_FREETYPE 1
-#define SLATECORE_API DLLIMPORT
-#define INPUTCORE_API DLLIMPORT
-#define SLATE_API DLLIMPORT
-#define WITH_UNREALPNG 1
-#define WITH_UNREALJPEG 1
-#define WITH_LIBJPEGTURBO 1
-#define WITH_UNREALEXR 1
-#define WITH_UNREALEXR_MINIMAL 0
-#define IMAGEWRAPPER_API DLLIMPORT
-#define WITH_LIBTIFF 1
-#define MESSAGING_API DLLIMPORT
-#define MESSAGINGCOMMON_API DLLIMPORT
-#define RENDERCORE_API DLLIMPORT
-#define ANALYTICSET_API DLLIMPORT
-#define ANALYTICS_API DLLIMPORT
-#define SOCKETS_PACKAGE 1
-#define SOCKETS_API DLLIMPORT
-#define ASSETREGISTRY_API DLLIMPORT
-#define ENGINEMESSAGES_API DLLIMPORT
-#define ENGINESETTINGS_API DLLIMPORT
-#define SYNTHBENCHMARK_API DLLIMPORT
-#define RENDERER_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define GAMEPLAYTAGS_API DLLIMPORT
-#define DEVELOPERSETTINGS_API DLLIMPORT
-#define PACKETHANDLER_API DLLIMPORT
-#define RELIABILITYHANDLERCOMPONENT_API DLLIMPORT
-#define AUDIOPLATFORMCONFIGURATION_API DLLIMPORT
-#define MESHDESCRIPTION_API DLLIMPORT
-#define STATICMESHDESCRIPTION_API DLLIMPORT
-#define SKELETALMESHDESCRIPTION_API DLLIMPORT
-#define ANIMATIONCORE_API DLLIMPORT
-#define PAKFILE_API DLLIMPORT
-#define RSA_API DLLIMPORT
-#define NETWORKREPLAYSTREAMING_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define PHYSICSCORE_API DLLIMPORT
-#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
-#define CHAOS_CHECKED 0
-#define CHAOS_DEBUG_NAME 1
-#define CHAOSCORE_API DLLIMPORT
-#define INTEL_ISPC 1
-#define COMPILE_WITHOUT_UNREAL_SUPPORT 0
-#define CHAOS_MEMORY_TRACKING 0
-#define CHAOS_API DLLIMPORT
-#define VORONOI_API DLLIMPORT
-#define GEOMETRYCORE_API DLLIMPORT
-#define SIGNALPROCESSING_API DLLIMPORT
-#define AUDIOEXTENSIONS_API DLLIMPORT
-#define AUDIOMIXERCORE_API DLLIMPORT
-#define AUDIOLINKCORE_API DLLIMPORT
-#define COOKONTHEFLY_API DLLIMPORT
-#define NETWORKING_API DLLIMPORT
-#define TEXTUREBUILDUTILITIES_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define WITH_RECAST 1
-#define WITH_NAVMESH_SEGMENT_LINKS 1
-#define WITH_NAVMESH_CLUSTER_LINKS 1
-#define UNREALED_API DLLIMPORT
-#define ASSETDEFINITION_API DLLIMPORT
-#define EDITORSUBSYSTEM_API DLLIMPORT
-#define DIRECTORYWATCHER_API DLLIMPORT
-#define DOCUMENTATION_API DLLIMPORT
-#define MAINFRAME_API DLLIMPORT
-#define READ_TARGET_ENABLED_PLUGINS_FROM_RECEIPT 1
-#define LOAD_PLUGINS_FOR_TARGET_PLATFORMS 1
-#define PROJECTS_API DLLIMPORT
-#define SANDBOXFILE_API DLLIMPORT
-#define EDITORFRAMEWORK_API DLLIMPORT
-#define INTERACTIVETOOLSFRAMEWORK_API DLLIMPORT
-#define TYPEDELEMENTFRAMEWORK_API DLLIMPORT
-#define TYPEDELEMENTRUNTIME_API DLLIMPORT
-#define SOURCE_CONTROL_WITH_SLATE 1
-#define SOURCECONTROL_API DLLIMPORT
-#define UNCONTROLLEDCHANGELISTS_API DLLIMPORT
-#define UNREALEDMESSAGES_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define WITH_GAMEPLAY_DEBUGGER_CORE 1
-#define WITH_GAMEPLAY_DEBUGGER 1
-#define WITH_GAMEPLAY_DEBUGGER_MENU 1
-#define GAMEPLAYDEBUGGER_API DLLIMPORT
-#define BLUEPRINTGRAPH_API DLLIMPORT
-#define HTTP_PACKAGE 1
-#define CURL_ENABLE_DEBUG_CALLBACK 1
-#define CURL_ENABLE_NO_TIMEOUTS_OPTION 1
-#define WITH_WINHTTP 1
-#define HTTP_API DLLIMPORT
-#define FUNCTIONALTESTING_API DLLIMPORT
-#define AUTOMATIONCONTROLLER_API DLLIMPORT
-#define AUTOMATIONTEST_API DLLIMPORT
-#define LOCALIZATION_API DLLIMPORT
-#define WITH_SNDFILE_IO 1
-#define AUDIOEDITOR_API DLLIMPORT
-#define AUDIOMIXER_API DLLIMPORT
-#define AUDIOLINKENGINE_API DLLIMPORT
-#define TARGETPLATFORM_API DLLIMPORT
-#define TEXTUREFORMAT_API DLLIMPORT
-#define LEVELEDITOR_API DLLIMPORT
-#define SETTINGS_API DLLIMPORT
-#define HEADMOUNTEDDISPLAY_API DLLIMPORT
-#define VREDITOR_API DLLIMPORT
-#define COMMONMENUEXTENSIONS_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define LANDSCAPE_API DLLIMPORT
-#define PROPERTYEDITOR_API DLLIMPORT
-#define ACTORPICKERMODE_API DLLIMPORT
-#define SCENEDEPTHPICKERMODE_API DLLIMPORT
-#define EDITORCONFIG_API DLLIMPORT
-#define DETAILCUSTOMIZATIONS_API DLLIMPORT
-#define CLASSVIEWER_API DLLIMPORT
-#define GRAPHEDITOR_API DLLIMPORT
-#define STRUCTVIEWER_API DLLIMPORT
-#define CONTENTBROWSER_API DLLIMPORT
-#define ASSETTOOLS_API DLLIMPORT
-#define MERGE_API DLLIMPORT
-#define COLLECTIONMANAGER_API DLLIMPORT
-#define CONTENTBROWSERDATA_API DLLIMPORT
-#define UELIBSAMPLERATE_API DLLIMPORT
-#define ENABLE_HTTP_FOR_NFS 1
-#define NETWORKFILESYSTEM_API DLLIMPORT
-#define UMG_API DLLIMPORT
-#define MOVIESCENE_API DLLIMPORT
-#define TIMEMANAGEMENT_API DLLIMPORT
-#define MOVIESCENETRACKS_API DLLIMPORT
-#define CONSTRAINTS_API DLLIMPORT
-#define PROPERTYPATH_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define WITH_RECAST 1
-#define WITH_NAVMESH_SEGMENT_LINKS 1
-#define WITH_NAVMESH_CLUSTER_LINKS 1
-#define NAVIGATIONSYSTEM_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define GEOMETRYCOLLECTIONENGINE_API DLLIMPORT
-#define MATERIALSHADERQUALITYSETTINGS_API DLLIMPORT
-#define FIELDSYSTEMENGINE_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define CHAOSSOLVERENGINE_API DLLIMPORT
-#define DATAFLOWCORE_API DLLIMPORT
-#define DATAFLOWENGINE_API DLLIMPORT
-#define MESHBUILDER_API DLLIMPORT
-#define MESHUTILITIESCOMMON_API DLLIMPORT
-#define TOOLMENUSEDITOR_API DLLIMPORT
-#define TOOLMENUS_API DLLIMPORT
-#define STATUSBAR_API DLLIMPORT
-#define INTERCHANGECORE_API DLLIMPORT
-#define INTERCHANGEENGINE_API DLLIMPORT
-#define DEVELOPERTOOLSETTINGS_API DLLIMPORT
-#define SUBOBJECTDATAINTERFACE_API DLLIMPORT
-#define SUBOBJECTEDITOR_API DLLIMPORT
-#define KISMET_API DLLIMPORT
-#define PHYSICSUTILITIES_API DLLIMPORT
-#define TOOLWIDGETS_API DLLIMPORT
-#define AUDIOMIXERXAUDIO2_API DLLIMPORT
-#define ASSETTAGSEDITOR_API DLLIMPORT
-#define ADDCONTENTDIALOG_API DLLIMPORT
-#define MESHUTILITIES_API DLLIMPORT
-#define MESHMERGEUTILITIES_API DLLIMPORT
-#define HIERARCHICALLODUTILITIES_API DLLIMPORT
-#define MESHREDUCTIONINTERFACE_API DLLIMPORT
-#define SKELETALMESHEDITOR_API DLLIMPORT
-#define PERSONA_API DLLIMPORT
-#define SKELETONEDITOR_API DLLIMPORT
-#define ANIMATIONWIDGETS_API DLLIMPORT
-#define ANIMATIONEDITOR_API DLLIMPORT
-#define ADVANCEDPREVIEWSCENE_API DLLIMPORT
-#define KISMETCOMPILER_API DLLIMPORT
-#define GAMEPLAYTASKS_API DLLIMPORT
-#define WITH_RECAST 1
-#define WITH_GAMEPLAY_DEBUGGER_CORE 1
-#define WITH_GAMEPLAY_DEBUGGER 1
-#define WITH_GAMEPLAY_DEBUGGER_MENU 1
-#define AIMODULE_API DLLIMPORT
-#define WITH_CLOTH_COLLISION_DETECTION 1
-#define INCLUDE_CHAOS UE_DEPRECATED_MACRO(5.1, "INCLUDE_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_CLOTHING is deprecated and should always be considered 1.") 1
-#define WITH_CHAOS_NEEDS_TO_BE_FIXED UE_DEPRECATED_MACRO(5.1, "WITH_CHAOS_NEEDS_TO_BE_FIXED is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX is deprecated and should always be considered 1.") 1
-#define WITH_PHYSX_COOKING UE_DEPRECATED_MACRO(5.1, "WITH_PHYSX_COOKING is deprecated and should always be considered 0.") 0
-#define PHYSICS_INTERFACE_PHYSX UE_DEPRECATED_MACRO(5.1, "PHYSICS_INTERFACE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_APEX UE_DEPRECATED_MACRO(5.1, "WITH_APEX is deprecated and should always be considered 0.") 0
-#define WITH_APEX_CLOTHING UE_DEPRECATED_MACRO(5.1, "WITH_APEX_CLOTHING is deprecated and should always be considered 0.") 0
-#define WITH_NVCLOTH UE_DEPRECATED_MACRO(5.1, "WITH_NVCLOTH is deprecated and should always be considered 0.") 0
-#define WITH_IMMEDIATE_PHYSX UE_DEPRECATED_MACRO(5.1, "WITH_IMMEDIATE_PHYSX is deprecated and should always be considered 0.") 0
-#define WITH_CUSTOM_SQ_STRUCTURE UE_DEPRECATED_MACRO(5.1, "WITH_CUSTOM_SQ_STRUCTURE is deprecated and should always be considered 0.") 0
-#define CLOTHINGSYSTEMRUNTIMEINTERFACE_API DLLIMPORT
-#define UE_WITH_IRIS 1
-#define IRISCORE_API DLLIMPORT
-#define MOVIESCENECAPTURE_API DLLIMPORT
-#define ANIMATIONDATACONTROLLER_API DLLIMPORT
-#define TETREESEDEMO_API DLLEXPORT

+ 0 - 5
Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/LiveCodingInfo.json

@@ -1,5 +0,0 @@
-{
-	"RemapUnityFiles": 
-	{
-	}
-}

+ 0 - 14
Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/TetreeseDemo.cpp.dep.json

@@ -1,14 +0,0 @@
-{
-    "Version": "1.2",
-    "Data": {
-        "Source": "d:\\tetreesdemo\\codetetrees\\source\\tetreesedemo\\tetreesedemo.cpp",
-        "ProvidedModule": "",
-        "PCH": "d:\\tetreesdemo\\codetetrees\\intermediate\\build\\win64\\x64\\tetreesedemoeditor\\development\\engine\\sharedpch.engine.shadowerrors.inclorderunreal5_0.h.pch",
-        "Includes": [
-            "d:\\tetreesdemo\\codetetrees\\intermediate\\build\\win64\\x64\\unrealeditor\\development\\tetreesedemo\\definitions.tetreesedemo.h",
-            "d:\\tetreesdemo\\codetetrees\\source\\tetreesedemo\\tetreesedemo.h"
-        ],
-        "ImportedModules": [],
-        "ImportedHeaderUnits": []
-    }
-}

+ 0 - 332
Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/TetreeseDemo.cpp.obj.response

@@ -1,332 +0,0 @@
-D:\TeTreesDemo\codeTetrees\Source\TetreeseDemo\TetreeseDemo.cpp
-/I .
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\CoreUObject\UHT
-/I Runtime\CoreUObject\Public
-/I Runtime
-/I Runtime\TraceLog\Public
-/I Runtime\Core\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT
-/I ..\Shaders\Shared
-/I Runtime\Engine\Classes
-/I Runtime\Engine\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\CoreOnline\UHT
-/I Runtime\CoreOnline\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\NetCore\UHT
-/I Runtime\Net\Core\Classes
-/I Runtime\Net\Core\Public
-/I Runtime\Net
-/I Runtime\Net\Common\Public
-/I Runtime\ApplicationCore\Public
-/I Runtime\RHI\Public
-/I Runtime\ImageCore\Public
-/I Runtime\Json\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\JsonUtilities\UHT
-/I Runtime\JsonUtilities\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\SlateCore\UHT
-/I Runtime\SlateCore\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\InputCore\UHT
-/I Runtime\InputCore\Classes
-/I Runtime\InputCore\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\Slate\UHT
-/I Runtime\Slate\Public
-/I Runtime\ImageWrapper\Public
-/I ThirdParty
-/I Runtime\Messaging\Public
-/I Runtime\MessagingCommon\Public
-/I Runtime\RenderCore\Public
-/I Runtime\Analytics\AnalyticsET\Public
-/I Runtime\Analytics
-/I Runtime\Analytics\Analytics\Public
-/I Runtime\Sockets\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AssetRegistry\UHT
-/I Runtime\AssetRegistry\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\EngineMessages\UHT
-/I Runtime\EngineMessages\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\EngineSettings\UHT
-/I Runtime\EngineSettings\Classes
-/I Runtime\EngineSettings\Public
-/I Runtime\SynthBenchmark\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\Renderer\UHT
-/I Runtime\Renderer\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\GameplayTags\UHT
-/I Runtime\GameplayTags\Classes
-/I Runtime\GameplayTags\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\DeveloperSettings\UHT
-/I Runtime\DeveloperSettings\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\PacketHandler\UHT
-/I Runtime\PacketHandlers\PacketHandler\Classes
-/I Runtime\PacketHandlers\PacketHandler\Public
-/I Runtime\PacketHandlers
-/I Runtime\PacketHandlers\ReliabilityHandlerComponent\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AudioPlatformConfiguration\UHT
-/I Runtime\AudioPlatformConfiguration\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\MeshDescription\UHT
-/I Runtime\MeshDescription\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\StaticMeshDescription\UHT
-/I Runtime\StaticMeshDescription\Public
-/I Runtime\SkeletalMeshDescription\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AnimationCore\UHT
-/I Runtime\AnimationCore\Public
-/I Runtime\PakFile\Public
-/I Runtime\RSA\Public
-/I Runtime\NetworkReplayStreaming\NetworkReplayStreaming\Public
-/I Runtime\NetworkReplayStreaming
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\PhysicsCore\UHT
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-/I Runtime\Experimental
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-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\Chaos\UHT
-/I Runtime\Experimental\Chaos\Public
-/I Runtime\Experimental\Voronoi\Public
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-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AudioExtensions\UHT
-/I Runtime\AudioExtensions\Public
-/I Runtime\AudioMixerCore\Public
-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AudioLinkCore\UHT
-/I Runtime\AudioLink\AudioLinkCore\Public
-/I Runtime\AudioLink
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-/I Developer
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-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\EditorSubsystem\UHT
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-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\Documentation\UHT
-/I Editor\Documentation\Public
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-/I ..\Intermediate\Build\Win64\UnrealEditor\Inc\AutomationTest\UHT
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Intermediate/Build/Win64/x64/UnrealEditor/Development/TetreeseDemo/UnrealEditor-TetreeseDemo.lib.response

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Intermediate/Config/CoalescedSourceConfigs/GameUserSettings.ini

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Intermediate/ReimportCache/3688439234.bin


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Intermediate/ShaderAutogen/PCD3D_ES3_1/AutogenShaderHeaders.ush

@@ -1,489 +0,0 @@
-// Copyright Epic Games, Inc. All Rights Reserved.
-
-#pragma once
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
-{
-	return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
-}
-#endif
-
-#ifndef GBUFFER_LAYOUT
-#define GBUFFER_LAYOUT 0
-#endif
-
-#if GBUFFER_LAYOUT == 0
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float4 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat5.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat5.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat5.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat5.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat4.x = GBuffer.CustomData.x;
-	MrtFloat4.y = GBuffer.CustomData.y;
-	MrtFloat4.z = GBuffer.CustomData.z;
-	MrtFloat4.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = MrtFloat4;
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
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-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float4 InMRT4,
-	float4 InMRT5,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.PrecomputedShadowFactors.x = InMRT5.x;
-	Ret.PrecomputedShadowFactors.y = InMRT5.y;
-	Ret.PrecomputedShadowFactors.z = InMRT5.z;
-	Ret.PrecomputedShadowFactors.w = InMRT5.w;
-	Ret.CustomData.x = InMRT4.x;
-	Ret.CustomData.y = InMRT4.y;
-	Ret.CustomData.z = InMRT4.z;
-	Ret.CustomData.w = InMRT4.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT4 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT5 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT4 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT5 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-
-#if GBUFFER_LAYOUT == 1
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float2 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-	float4 MrtFloat6 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat4.x = GBuffer.Velocity.x;
-	MrtFloat4.y = GBuffer.Velocity.y;
-	MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat5.x = GBuffer.CustomData.x;
-	MrtFloat5.y = GBuffer.CustomData.y;
-	MrtFloat5.z = GBuffer.CustomData.z;
-	MrtFloat5.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = float4(MrtFloat4.x, MrtFloat4.y, 0.0f, 0.0f);
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = MrtFloat6;
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float2 InMRT4,
-	float4 InMRT5,
-	float4 InMRT6,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.Velocity.x = InMRT4.x;
-	Ret.Velocity.y = InMRT4.y;
-	Ret.PrecomputedShadowFactors.x = InMRT6.x;
-	Ret.PrecomputedShadowFactors.y = InMRT6.y;
-	Ret.PrecomputedShadowFactors.z = InMRT6.z;
-	Ret.PrecomputedShadowFactors.w = InMRT6.w;
-	Ret.CustomData.x = InMRT5.x;
-	Ret.CustomData.y = InMRT5.y;
-	Ret.CustomData.z = InMRT5.z;
-	Ret.CustomData.w = InMRT5.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float2 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xy;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float2 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xy;
-	float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float2 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xy;
-	float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float2 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xy;
-	float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-

+ 0 - 511
Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush

@@ -1,511 +0,0 @@
-// Copyright Epic Games, Inc. All Rights Reserved.
-
-#pragma once
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
-{
-	return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
-}
-#endif
-
-#ifndef GBUFFER_LAYOUT
-#define GBUFFER_LAYOUT 0
-#endif
-
-#if GBUFFER_LAYOUT == 0
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float4 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-	float4 MrtFloat6 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat4.x = GBuffer.Velocity.x;
-	MrtFloat4.y = GBuffer.Velocity.y;
-	MrtFloat4.z = GBuffer.Velocity.z;
-	MrtFloat4.w = GBuffer.Velocity.w;
-	MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat5.x = GBuffer.CustomData.x;
-	MrtFloat5.y = GBuffer.CustomData.y;
-	MrtFloat5.z = GBuffer.CustomData.z;
-	MrtFloat5.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = MrtFloat4;
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = MrtFloat6;
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float4 InMRT4,
-	float4 InMRT5,
-	float4 InMRT6,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.Velocity.x = InMRT4.x;
-	Ret.Velocity.y = InMRT4.y;
-	Ret.Velocity.z = InMRT4.z;
-	Ret.Velocity.w = InMRT4.w;
-	Ret.PrecomputedShadowFactors.x = InMRT6.x;
-	Ret.PrecomputedShadowFactors.y = InMRT6.y;
-	Ret.PrecomputedShadowFactors.z = InMRT6.z;
-	Ret.PrecomputedShadowFactors.w = InMRT6.w;
-	Ret.CustomData.x = InMRT5.x;
-	Ret.CustomData.y = InMRT5.y;
-	Ret.CustomData.z = InMRT5.z;
-	Ret.CustomData.w = InMRT5.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-
-#if GBUFFER_LAYOUT == 1
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float4 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-	float4 MrtFloat6 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat4.x = GBuffer.Velocity.x;
-	MrtFloat4.y = GBuffer.Velocity.y;
-	MrtFloat4.z = GBuffer.Velocity.z;
-	MrtFloat4.w = GBuffer.Velocity.w;
-	MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat5.x = GBuffer.CustomData.x;
-	MrtFloat5.y = GBuffer.CustomData.y;
-	MrtFloat5.z = GBuffer.CustomData.z;
-	MrtFloat5.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = MrtFloat4;
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = MrtFloat6;
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float4 InMRT4,
-	float4 InMRT5,
-	float4 InMRT6,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.Velocity.x = InMRT4.x;
-	Ret.Velocity.y = InMRT4.y;
-	Ret.Velocity.z = InMRT4.z;
-	Ret.Velocity.w = InMRT4.w;
-	Ret.PrecomputedShadowFactors.x = InMRT6.x;
-	Ret.PrecomputedShadowFactors.y = InMRT6.y;
-	Ret.PrecomputedShadowFactors.z = InMRT6.z;
-	Ret.PrecomputedShadowFactors.w = InMRT6.w;
-	Ret.CustomData.x = InMRT5.x;
-	Ret.CustomData.y = InMRT5.y;
-	Ret.CustomData.z = InMRT5.z;
-	Ret.CustomData.w = InMRT5.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-

+ 0 - 511
Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush

@@ -1,511 +0,0 @@
-// Copyright Epic Games, Inc. All Rights Reserved.
-
-#pragma once
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)
-{
-	return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
-}
-#endif
-
-#ifndef GBUFFER_LAYOUT
-#define GBUFFER_LAYOUT 0
-#endif
-
-#if GBUFFER_LAYOUT == 0
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float4 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-	float4 MrtFloat6 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat4.x = GBuffer.Velocity.x;
-	MrtFloat4.y = GBuffer.Velocity.y;
-	MrtFloat4.z = GBuffer.Velocity.z;
-	MrtFloat4.w = GBuffer.Velocity.w;
-	MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat5.x = GBuffer.CustomData.x;
-	MrtFloat5.y = GBuffer.CustomData.y;
-	MrtFloat5.z = GBuffer.CustomData.z;
-	MrtFloat5.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = MrtFloat4;
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = MrtFloat6;
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float4 InMRT4,
-	float4 InMRT5,
-	float4 InMRT6,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.Velocity.x = InMRT4.x;
-	Ret.Velocity.y = InMRT4.y;
-	Ret.Velocity.z = InMRT4.z;
-	Ret.Velocity.w = InMRT4.w;
-	Ret.PrecomputedShadowFactors.x = InMRT6.x;
-	Ret.PrecomputedShadowFactors.y = InMRT6.y;
-	Ret.PrecomputedShadowFactors.z = InMRT6.z;
-	Ret.PrecomputedShadowFactors.w = InMRT6.w;
-	Ret.CustomData.x = InMRT5.x;
-	Ret.CustomData.y = InMRT5.y;
-	Ret.CustomData.z = InMRT5.z;
-	Ret.CustomData.w = InMRT5.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-
-#if GBUFFER_LAYOUT == 1
-
-void EncodeGBufferToMRT(inout FPixelShaderOut Out, FGBufferData GBuffer, float QuantizationBias)
-{
-	float4 MrtFloat1 = 0.0f;
-	float4 MrtFloat2 = 0.0f;
-	uint4 MrtUint2 = 0;
-	float4 MrtFloat3 = 0.0f;
-	float4 MrtFloat4 = 0.0f;
-	float4 MrtFloat5 = 0.0f;
-	float4 MrtFloat6 = 0.0f;
-
-	float3 WorldNormal_Compressed = EncodeNormalHelper(GBuffer.WorldNormal, 0.0f);
-
-	MrtFloat1.x = WorldNormal_Compressed.x;
-	MrtFloat1.y = WorldNormal_Compressed.y;
-	MrtFloat1.z = WorldNormal_Compressed.z;
-	MrtFloat1.w = GBuffer.PerObjectGBufferData.x;
-	MrtFloat2.x = GBuffer.Metallic.x;
-	MrtFloat2.y = GBuffer.Specular.x;
-	MrtFloat2.z = GBuffer.Roughness.x;
-	MrtUint2.w |= ((((GBuffer.ShadingModelID.x) >> 0) & 0x0f) << 0);
-	MrtUint2.w |= ((((GBuffer.SelectiveOutputMask.x) >> 0) & 0x0f) << 4);
-	MrtFloat3.x = GBuffer.BaseColor.x;
-	MrtFloat3.y = GBuffer.BaseColor.y;
-	MrtFloat3.z = GBuffer.BaseColor.z;
-	MrtFloat3.w = GBuffer.GenericAO.x;
-	MrtFloat4.x = GBuffer.Velocity.x;
-	MrtFloat4.y = GBuffer.Velocity.y;
-	MrtFloat4.z = GBuffer.Velocity.z;
-	MrtFloat4.w = GBuffer.Velocity.w;
-	MrtFloat6.x = GBuffer.PrecomputedShadowFactors.x;
-	MrtFloat6.y = GBuffer.PrecomputedShadowFactors.y;
-	MrtFloat6.z = GBuffer.PrecomputedShadowFactors.z;
-	MrtFloat6.w = GBuffer.PrecomputedShadowFactors.w;
-	MrtFloat5.x = GBuffer.CustomData.x;
-	MrtFloat5.y = GBuffer.CustomData.y;
-	MrtFloat5.z = GBuffer.CustomData.z;
-	MrtFloat5.w = GBuffer.CustomData.w;
-
-	Out.MRT[1] = MrtFloat1;
-	Out.MRT[2] = float4(MrtFloat2.x, MrtFloat2.y, MrtFloat2.z, float(MrtUint2.w) / 255.0f);
-	Out.MRT[3] = MrtFloat3;
-	Out.MRT[4] = MrtFloat4;
-	Out.MRT[5] = MrtFloat5;
-	Out.MRT[6] = MrtFloat6;
-	Out.MRT[7] = float4(0.0f, 0.0f, 0.0f, 0.0f);
-}
-
-
-FGBufferData  DecodeGBufferDataDirect(float4 InMRT1,
-	float4 InMRT2,
-	float4 InMRT3,
-	float4 InMRT4,
-	float4 InMRT5,
-	float4 InMRT6,
-		 
-	float CustomNativeDepth,
-	float4 AnisotropicData,
-	uint CustomStencil,
-	float SceneDepth,
-	bool bGetNormalizedNormal,
-	bool bChecker)
-{
-	FGBufferData Ret = (FGBufferData)0;
-	float3 WorldNormal_Compressed = 0.0f;
-	WorldNormal_Compressed.x = InMRT1.x;
-	WorldNormal_Compressed.y = InMRT1.y;
-	WorldNormal_Compressed.z = InMRT1.z;
-	Ret.PerObjectGBufferData.x = InMRT1.w;
-	Ret.Metallic.x = InMRT2.x;
-	Ret.Specular.x = InMRT2.y;
-	Ret.Roughness.x = InMRT2.z;
-	Ret.ShadingModelID.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 0) & 0x0f) << 0);
-	Ret.SelectiveOutputMask.x = (((uint((float(InMRT2.w) * 255.0f) + .5f) >> 4) & 0x0f) << 0);
-	Ret.BaseColor.x = InMRT3.x;
-	Ret.BaseColor.y = InMRT3.y;
-	Ret.BaseColor.z = InMRT3.z;
-	Ret.GenericAO.x = InMRT3.w;
-	Ret.Velocity.x = InMRT4.x;
-	Ret.Velocity.y = InMRT4.y;
-	Ret.Velocity.z = InMRT4.z;
-	Ret.Velocity.w = InMRT4.w;
-	Ret.PrecomputedShadowFactors.x = InMRT6.x;
-	Ret.PrecomputedShadowFactors.y = InMRT6.y;
-	Ret.PrecomputedShadowFactors.z = InMRT6.z;
-	Ret.PrecomputedShadowFactors.w = InMRT6.w;
-	Ret.CustomData.x = InMRT5.x;
-	Ret.CustomData.y = InMRT5.y;
-	Ret.CustomData.z = InMRT5.z;
-	Ret.CustomData.w = InMRT5.w;
-	
-	Ret.WorldNormal = DecodeNormalHelper(WorldNormal_Compressed);
-	Ret.WorldTangent = AnisotropicData.xyz;
-	Ret.Anisotropy = AnisotropicData.w;
-
-	GBufferPostDecode(Ret,bChecker,bGetNormalizedNormal);
-
-	Ret.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
-	Ret.CustomStencil = CustomStencil;
-	Ret.Depth = SceneDepth;
-	
-
-	return Ret;
-}
-
-
-#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUV(float2 UV, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
-	int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(UV);
-	float4 AnisotropicData = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
-{
-	float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
-	uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
-	float SceneDepth = CalcSceneDepth(PixelPos);
-	float4 AnisotropicData = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0)).xyzw;
-
-	float4 InMRT1 = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT2 = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT3 = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT4 = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT5 = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0)).xyzw;
-	float4 InMRT6 = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelPos));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SampleDeviceZFromSceneTexturesTempCopy(UV);
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0).xyzw;
-
-	float4 InMRT1 = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0).xyzw;
-	float4 InMRT2 = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0).xyzw;
-	float4 InMRT3 = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0).xyzw;
-	float4 InMRT5 = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0).xyzw;
-	float4 InMRT6 = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromSceneColorUV(UV));
-
-	return Ret;
-}
-
-
-// @param PixelPos relative to left top of the rendertarget (not viewport)
-FGBufferData DecodeGBufferDataSceneTexturesLoad(uint2 PixelCoord, bool bGetNormalizedNormal = true)
-{
-	uint CustomStencil = 0;
-	float CustomNativeDepth = 0;
-	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
-	float SceneDepth = ConvertFromDeviceZ(DeviceZ);
-	float4 AnisotropicData = GBufferFTexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	float4 InMRT1 = GBufferATexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT2 = GBufferBTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT3 = GBufferCTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT4 = GBufferVelocityTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT5 = GBufferDTexture.Load(int3(PixelCoord, 0)).xyzw;
-	float4 InMRT6 = GBufferETexture.Load(int3(PixelCoord, 0)).xyzw;
-
-	FGBufferData Ret = DecodeGBufferDataDirect(InMRT1,
-		InMRT2,
-		InMRT3,
-		InMRT4,
-		InMRT5,
-		InMRT6,
-		 
-		CustomNativeDepth,
-		AnisotropicData,
-		CustomStencil,
-		SceneDepth,
-		bGetNormalizedNormal,
-		CheckerFromPixelPos(PixelCoord));
-
-	return Ret;
-}
-
-
-#endif
-
-#endif
-

+ 0 - 14
Intermediate/TargetInfo.json

@@ -1,14 +0,0 @@
-{
-	"Targets": [
-		{
-			"Name": "TetreeseDemo",
-			"Path": "D:\\TeTreesDemo\\codeTetrees\\Source\\TetreeseDemo.Target.cs",
-			"Type": "Game"
-		},
-		{
-			"Name": "TetreeseDemoEditor",
-			"Path": "D:\\TeTreesDemo\\codeTetrees\\Source\\TetreeseDemoEditor.Target.cs",
-			"Type": "Editor"
-		}
-	]
-}