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 virtual std::string effect_type_id() const { return "DiffusionEffect"; }
25 virtual void rewrite_graph(EffectChain *graph, Node *self);
26 virtual bool set_float(const std::string &key, float value);
28 virtual std::string output_fragment_shader() {
31 virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
37 OverlayMatteEffect *overlay_matte;
40 // Used internally by DiffusionEffect; combines the blurred and the original
41 // version using the original as a matte.
42 class OverlayMatteEffect : public Effect {
45 virtual std::string effect_type_id() const { return "OverlayMatteEffect"; }
46 std::string output_fragment_shader();
48 unsigned num_inputs() const { return 2; }
51 float blurred_mix_amount;
55 #endif // !defined(_DIFFUSION_EFFECT_H)