// where we first blur the picture, and then overlay it on the original
// using the original as a matte.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <string>
class DiffusionEffect : public Effect {
public:
DiffusionEffect();
+ ~DiffusionEffect();
virtual std::string effect_type_id() const { return "DiffusionEffect"; }
virtual void rewrite_graph(EffectChain *graph, Node *self);
private:
BlurEffect *blur;
OverlayMatteEffect *overlay_matte;
+ bool owns_overlay_matte;
};
// Used internally by DiffusionEffect; combines the blurred and the original