assert(false);
}
- virtual bool needs_many_samples() const { return true; }
+ virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
virtual void add_self_to_effect_chain(std::vector<Effect *> *chain);
virtual bool set_float(const std::string &key, float value);
SingleBlurPassEffect();
std::string output_fragment_shader();
- virtual bool needs_many_samples() const { return true; }
+ virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);