// which is what the user is intended to use, instantiates two copies of
// SingleBlurPassEffect behind the scenes).
+#include <GL/glew.h>
+#include <assert.h>
+#include <stddef.h>
+#include <string>
+
#include "effect.h"
+class EffectChain;
+class Node;
class SingleBlurPassEffect;
class BlurEffect : public Effect {
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
- virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
if (parent != NULL) {