// where we first blur the picture, and then overlay it on the original
// using the original as a matte.
+#include <GL/glew.h>
+#include <assert.h>
+#include <string>
+
#include "effect.h"
class BlurEffect;
+class EffectChain;
+class Node;
class OverlayMatteEffect;
class DiffusionEffect : public Effect {
OverlayMatteEffect();
virtual std::string effect_type_id() const { return "OverlayMatteEffect"; }
std::string output_fragment_shader();
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
unsigned num_inputs() const { return 2; }