public:
~DitherEffect();
- virtual std::string effect_type_id() const { return "DitherEffect"; }
- std::string output_fragment_shader();
+ std::string effect_type_id() const override { return "DitherEffect"; }
+ std::string output_fragment_shader() override;
// Note that if we did error diffusion, we'd actually want to diffuse the
// premultiplied error. However, we need to do dithering in the same
// space as quantization, whether that be pre- or postmultiply.
- virtual AlphaHandling alpha_handling() const { return DONT_CARE_ALPHA_TYPE; }
+ AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
+ bool strong_one_to_one_sampling() const override { return true; }
- void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
private:
void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
int texture_width, texture_height;
GLuint texnum;
+ float uniform_round_fac, uniform_inv_round_fac;
+ float uniform_tc_scale[2];
+ GLint uniform_dither_tex;
};
} // namespace movit