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Unreal Engine C++ API Reference > Developer > ShaderFormatOpenGL > FOpenGLFrontend
References
Module | ShaderFormatOpenGL |
Header | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h |
Include | #include "ShaderFormatOpenGL.h" |
virtual bool PostProcessShaderSource ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, EShaderFrequency Frequency, const ANSICHAR * ShaderSource, uint32 SourceLen, class [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & BindingNameMap, [TArray](API\Runtime\Core\Containers\TArray)< struct [FShaderCompilerError](API\Runtime\RenderCore\FShaderCompilerError) > & Errors, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput )
Remarks
Allow a subclass to perform additional work on the cross compiled source code.