// discard roles, where one does convolutions by means of many small FFTs, but
// could also work as a (relatively boring) video effect on its own.
//
// discard roles, where one does convolutions by means of many small FFTs, but
// could also work as a (relatively boring) video effect on its own.
//
-// Note that vertical slices happen from the bottom, not the top, due to the
-// OpenGL coordinate system.
+// Note that vertical slices happen from the top, consistent with the rest of
+// Movit.
std::string output_fragment_shader();
virtual bool needs_texture_bounce() const { return true; }
virtual bool changes_output_size() const { return true; }
std::string output_fragment_shader();
virtual bool needs_texture_bounce() const { return true; }
virtual bool changes_output_size() const { return true; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
virtual void get_output_size(unsigned *width, unsigned *height,
unsigned *virtual_width, unsigned *virtual_height) const;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
virtual void get_output_size(unsigned *width, unsigned *height,
unsigned *virtual_width, unsigned *virtual_height) const;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
int input_width, input_height;
int input_slice_size, output_slice_size;
int input_width, input_height;
int input_slice_size, output_slice_size;