4 #include "diffusion_effect.h"
5 #include "blur_effect.h"
6 #include "effect_chain.h"
9 DiffusionEffect::DiffusionEffect()
10 : blur(new BlurEffect),
11 overlay_matte(new OverlayMatteEffect)
15 void DiffusionEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs) {
16 assert(inputs.size() == 1);
17 blur->add_self_to_effect_chain(chain, inputs);
19 std::vector<Effect *> overlay_matte_inputs;
20 overlay_matte_inputs.push_back(inputs[0]);
21 overlay_matte_inputs.push_back(chain->last_added_effect()); // FIXME
22 overlay_matte->add_self_to_effect_chain(chain, overlay_matte_inputs);
25 bool DiffusionEffect::set_float(const std::string &key, float value) {
26 if (key == "blurred_mix_amount") {
27 return overlay_matte->set_float(key, value);
29 return blur->set_float(key, value);
32 OverlayMatteEffect::OverlayMatteEffect()
33 : blurred_mix_amount(0.3f)
35 register_float("blurred_mix_amount", &blurred_mix_amount);
38 std::string OverlayMatteEffect::output_fragment_shader()
40 return read_file("overlay_matte_effect.frag");