class DiffusionEffect : public Effect {
public:
DiffusionEffect();
- std::string output_fragment_shader();
-
- virtual bool needs_srgb_primaries() const { return false; }
+ virtual std::string effect_type_id() const { return "DiffusionEffect"; }
- virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
+ virtual void rewrite_graph(EffectChain *graph, Node *self);
virtual bool set_float(const std::string &key, float value);
+
+ virtual std::string output_fragment_shader() {
+ assert(false);
+ }
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
+ assert(false);
+ }
private:
BlurEffect *blur;
class OverlayMatteEffect : public Effect {
public:
OverlayMatteEffect();
+ virtual std::string effect_type_id() const { return "OverlayMatteEffect"; }
std::string output_fragment_shader();
unsigned num_inputs() const { return 2; }