std::string output_fragment_shader();
// We want processing done pre-filtering and mipmapped,
// in case we need to scale down a lot.
virtual bool need_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
std::string output_fragment_shader();
// We want processing done pre-filtering and mipmapped,
// in case we need to scale down a lot.
virtual bool need_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }