X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.h;h=3f86e1797529d6aadc06ba08611abfde5083a269;hp=ee890c25543fa41599e67d3e9284bfd68d8ee196;hb=f23c7768e6c13d6a719aaea89074d86b74148aeb;hpb=b618b34070d23b6da35c77f004678d8a9e55575b diff --git a/blur_effect.h b/blur_effect.h index ee890c2..3f86e17 100644 --- a/blur_effect.h +++ b/blur_effect.h @@ -1,6 +1,14 @@ #ifndef _BLUR_EFFECT_H #define _BLUR_EFFECT_H 1 +// A separable 2D blur implemented by a combination of mipmap filtering +// and convolution (essentially giving a convolution with a piecewise linear +// approximation to the true impulse response). +// +// Works in two passes; first horizontal, then vertical (BlurEffect, +// which is what the user is intended to use, instantiates two copies of +// SingleBlurPassEffect behind the scenes). + #include "effect.h" class SingleBlurPassEffect; @@ -16,7 +24,7 @@ public: assert(false); } - virtual bool needs_many_samples() const { return true; } + virtual bool needs_texture_bounce() const { return true; } virtual bool needs_mipmaps() const { return true; } virtual void add_self_to_effect_chain(std::vector *chain); virtual bool set_float(const std::string &key, float value); @@ -30,7 +38,7 @@ public: SingleBlurPassEffect(); std::string output_fragment_shader(); - virtual bool needs_many_samples() const { return true; } + virtual bool needs_texture_bounce() const { return true; } virtual bool needs_mipmaps() const { return true; } void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);