// Must match blur_effect.frag.
#define NUM_TAPS 16
+
+BlurEffect::BlurEffect() {
+ hpass = new SingleBlurPassEffect();
+ hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
+ vpass = new SingleBlurPassEffect();
+ vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
+}
+
+void BlurEffect::add_self_to_effect_chain(std::vector<Effect *> *chain) {
+ hpass->add_self_to_effect_chain(chain);
+ vpass->add_self_to_effect_chain(chain);
+}
+
+bool BlurEffect::set_float(const std::string &key, float value) {
+ if (!hpass->set_float(key, value)) {
+ return false;
+ }
+ return vpass->set_float(key, value);
+}
-BlurEffect::BlurEffect()
+SingleBlurPassEffect::SingleBlurPassEffect()
: radius(3.0f),
direction(HORIZONTAL)
{
register_int("direction", (int *)&direction);
}
-std::string BlurEffect::output_fragment_shader()
+std::string SingleBlurPassEffect::output_fragment_shader()
{
return read_file("blur_effect.frag");
}
-void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
Effect::set_uniforms(glsl_program_num, prefix, sampler_num);