// so that it can make reasonable decisions for both blur passes.
SingleBlurPassEffect(BlurEffect *parent);
// so that it can make reasonable decisions for both blur passes.
SingleBlurPassEffect(BlurEffect *parent);
virtual std::string effect_type_id() const { return "SingleBlurPassEffect"; }
std::string output_fragment_shader();
virtual std::string effect_type_id() const { return "SingleBlurPassEffect"; }
std::string output_fragment_shader();
virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
float radius;
Direction direction;
int width, height, virtual_width, virtual_height;
float radius;
Direction direction;
int width, height, virtual_width, virtual_height;