Try to adjust the mip levels to get box blur for free as needed.
[movit] / effect_chain.cpp
2012-10-02 Steinar H. GundersonSupport multiple render phases (with FBOs and all)...
2012-10-02 Steinar H. GundersonAdd a new framework for 1D-LUTs via fp16 textures....
2012-10-02 Steinar H. GundersonKill the hard-coded texture enums (yay).
2012-10-02 Steinar H. GundersonKill the vertex shader system; it is too complicated...
2012-10-02 Steinar H. GundersonAdd a mirror effect.
2012-10-02 Steinar H. GundersonRename .glsl to .vert/.frag.
2012-10-02 Steinar H. GundersonChain together vertex shaders, like with fragment shaders.
2012-10-02 Steinar H. GundersonRename output_glsl to output_fragment_shader.
2012-10-02 Steinar H. GundersonUpload the texture via PBOs. Slight speedup on nVidia...
2012-10-02 Steinar H. GundersonUpload textures in BGRA format instead of RGB. Somewhat...
2012-10-02 Steinar H. GundersonUse glTexSubImage2D on second and later uploads.
2012-10-02 Steinar H. GundersonRevert "Slight cleanup in texture upload format selection."
2012-10-02 Steinar H. GundersonSlight cleanup in texture upload format selection.
2012-10-02 Steinar H. GundersonSlight cleanup in texture upload format selection.
2012-10-01 Steinar H. GundersonLess old-style GLSL extension use.
2012-10-01 Steinar H. GundersonAdd a vignette effect.
2012-10-01 Steinar H. GundersonMake it possible to instantiate the colorspace conversi...
2012-10-01 Steinar H. GundersonAdd color space conversions on input and output.
2012-10-01 Steinar H. GundersonUse sRGB textures on the input side if applicable.
2012-10-01 Steinar H. GundersonClean up effect enums a bit.
2012-10-01 Steinar H. GundersonMove saturation out into its own effect, and hook up...
2012-10-01 Steinar H. GundersonActually set all the right uniforms, so we have a pictu...
2012-10-01 Steinar H. GundersonSquash linear gamma back into the sRGB curve at the...
2012-10-01 Steinar H. GundersonMake the example program actually try to use the effect...
2012-10-01 Steinar H. GundersonOutput convenience uniforms per effect. Also, do not...
2012-10-01 Steinar H. GundersonStart actually piecing together the GLSL shaders from...
2012-10-01 Steinar H. GundersonYet more moving of stuff around.