+
+ // We want this for the same reason as ResizeEffect; we could end up scaling
+ // down quite a lot.
+ virtual bool needs_texture_bounce() const { return true; }
+ virtual bool needs_mipmaps() const { return true; }
+ virtual bool needs_srgb_primaries() const { return false; }
+
+ virtual std::string output_fragment_shader() {
+ assert(false);
+ }
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
+ assert(false);
+ }
+
+ virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
+ virtual bool set_float(const std::string &key, float value);
+
+private:
+ void update_radius();
+
+ float radius;
+ SingleBlurPassEffect *hpass, *vpass;
+};
+
+class SingleBlurPassEffect : public Effect {
+public:
+ SingleBlurPassEffect();