-#include <math.h>
+#include <GL/glew.h>
#include <assert.h>
+#include <math.h>
+#include <algorithm>
#include "blur_effect.h"
#include "effect_chain.h"
+#include "effect_util.h"
#include "util.h"
-#include "opengl.h"
// Must match blur_effect.frag.
#define NUM_TAPS 16
bool ok = hpass->set_float("radius", adjusted_radius);
ok |= hpass->set_int("width", mipmap_width);
ok |= hpass->set_int("height", mipmap_height);
+ ok |= hpass->set_int("virtual_width", mipmap_width);
+ ok |= hpass->set_int("virtual_height", mipmap_height);
ok |= vpass->set_float("radius", adjusted_radius);
ok |= vpass->set_int("width", mipmap_width);
ok |= vpass->set_int("height", mipmap_height);
+ ok |= vpass->set_int("virtual_width", input_width);
+ ok |= vpass->set_int("virtual_height", input_height);
assert(ok);
}
register_int("direction", (int *)&direction);
register_int("width", &width);
register_int("height", &height);
+ register_int("virtual_width", &virtual_width);
+ register_int("virtual_height", &virtual_height);
}
std::string SingleBlurPassEffect::output_fragment_shader()