#ifndef _BLUR_EFFECT_H
#define _BLUR_EFFECT_H 1
+// A separable 2D blur implemented by a combination of mipmap filtering
+// and convolution (essentially giving a convolution with a piecewise linear
+// approximation to the true impulse response).
+//
+// Works in two passes; first horizontal, then vertical (BlurEffect,
+// which is what the user is intended to use, instantiates two copies of
+// SingleBlurPassEffect behind the scenes).
+
#include "effect.h"
class SingleBlurPassEffect;
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 void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
virtual bool set_float(const std::string &key, float value);
private:
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);