class MipmapNeedingEffect : public Effect {
public:
MipmapNeedingEffect() {}
- virtual bool needs_mipmaps() const { return true; }
+ bool needs_mipmaps() const override { return true; }
// To be allowed to mess with the sampler state.
- virtual bool needs_texture_bounce() const { return true; }
+ bool needs_texture_bounce() const override { return true; }
- virtual string effect_type_id() const { return "MipmapNeedingEffect"; }
- string output_fragment_shader() { return read_file("mipmap_needing_effect.frag"); }
- virtual void inform_added(EffectChain *chain) { this->chain = chain; }
+ string effect_type_id() const override { return "MipmapNeedingEffect"; }
+ string output_fragment_shader() override { return read_file("mipmap_needing_effect.frag"); }
+ void inform_added(EffectChain *chain) override { this->chain = chain; }
- void set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
+ void set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num) override
{
Node *self = chain->find_node_for_effect(this);
glActiveTexture(chain->get_input_sampler(self, 0));