// discard roles, where one does convolutions by means of many small FFTs, but
// could also work as a (relatively boring) video effect on its own.
//
-// Note that vertical slices happen from the bottom, not the top, due to the
-// OpenGL coordinate system.
+// Note that vertical slices happen from the top, consistent with the rest of
+// Movit.
#include <epoxy/gl.h>
#include <string>
std::string output_fragment_shader();
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);
virtual void get_output_size(unsigned *width, unsigned *height,
unsigned *virtual_width, unsigned *virtual_height) const;
EffectChain *chain;
int input_width, input_height;
int input_slice_size, output_slice_size;
+ int offset;
Direction direction;
+
+ float uniform_output_coord_to_slice_num, uniform_slice_num_to_input_coord;
+ float uniform_slice_offset_to_input_coord, uniform_offset;
};
} // namespace movit