// in our own phase, which is exactly what we want.
virtual bool needs_texture_bounce() const { return true; }
virtual bool changes_output_size() const { return true; }
+ virtual bool sets_virtual_output_size() const { return false; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height)
{
EffectChain *chain;
int input_width, input_height;
GLuint tex;
+ float uniform_num_repeats;
+ GLint uniform_support_tex;
int fft_size;
Direction direction;