1 #ifndef _DIFFUSION_EFFECT_H
2 #define _DIFFUSION_EFFECT_H 1
4 // There are many different effects that go under the name of "diffusion",
5 // seemingly all of the inspired by the effect you get when you put a
6 // diffusion filter in front of your camera lens. The effect most people
7 // want is a general flattening/smoothing of the light, and reduction of
8 // fine detail (most notably, blemishes in people's skin), without ruining
9 // edges, which a regular blur would do.
11 // We do a relatively simple version, sometimes known as "white diffusion",
12 // where we first blur the picture, and then overlay it on the original
13 // using the original as a matte.
18 class OverlayMatteEffect;
20 class DiffusionEffect : public Effect {
23 std::string output_fragment_shader();
25 virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
26 virtual bool set_float(const std::string &key, float value);
30 OverlayMatteEffect *overlay_matte;
33 // Used internally by DiffusionEffect; combines the blurred and the original
34 // version using the original as a matte.
35 class OverlayMatteEffect : public Effect {
38 std::string output_fragment_shader();
40 unsigned num_inputs() const { return 2; }
43 float blurred_mix_amount;
47 #endif // !defined(_DIFFUSION_EFFECT_H)