class ComplexModulateEffect : public Effect {
public:
ComplexModulateEffect();
- virtual std::string effect_type_id() const { return "ComplexModulateEffect"; }
- std::string output_fragment_shader();
+ std::string effect_type_id() const override { return "ComplexModulateEffect"; }
+ std::string output_fragment_shader() override;
// Technically we only need texture bounce for the second input
// (to be allowed to mess with its sampler state), but there's
// no way of expressing that currently.
- virtual bool needs_texture_bounce() const { return true; }
- virtual bool changes_output_size() const { return true; }
+ bool needs_texture_bounce() const override { return true; }
+ bool changes_output_size() const override { return true; }
+ bool sets_virtual_output_size() const override { return false; }
- virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
- virtual void get_output_size(unsigned *width, unsigned *height,
- unsigned *virtual_width, unsigned *virtual_height) const;
- virtual unsigned num_inputs() const { return 2; }
- virtual void inform_added(EffectChain *chain) { this->chain = chain; }
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override;
+ void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const override;
+ unsigned num_inputs() const override { return 2; }
+ void inform_added(EffectChain *chain) override { this->chain = chain; }
- void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
private:
EffectChain *chain;
int primary_input_width, primary_input_height;
int num_repeats_x, num_repeats_y;
+ float uniform_num_repeats[2];
};
} // namespace movit