virtual std::string effect_type_id() const { return "DeconvolutionSharpenEffect"; }
std::string output_fragment_shader();
+ // Samples a lot of times from its input.
+ virtual bool needs_texture_bounce() const { return true; }
+
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height)
{
this->width = width;
}
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
private:
// Input size.