// scaling), and as fp16 has quite limited range at times, this can be relevant
// on some GPUs for larger sizes.
-#include <stdio.h>
#include <GL/glew.h>
+#include <assert.h>
+#include <stdio.h>
#include <string>
#include "effect.h"
+namespace movit {
+
class FFTPassEffect : public Effect {
public:
FFTPassEffect();
int inverse; // 0 = forward (FFT), 1 = reverse (IFFT).
};
+} // namespace movit
+
#endif // !defined(_MOVIT_FFT_PASS_EFFECT_H)