mlt_position position = mlt_filter_get_position( filter, frame );
mlt_position length = mlt_filter_get_length2( filter, frame );
int matrix_size = mlt_properties_anim_get_int( properties, "matrix_size", position, length );
- mlt_properties_set_int( properties, "movit.parms.int.matrix_size", matrix_size );
- mlt_properties_set_double( properties, "movit.parms.float.circle_radius",
+ mlt_properties_set_int( properties, "_movit.parms.int.matrix_size", matrix_size );
+ mlt_properties_set_double( properties, "_movit.parms.float.circle_radius",
mlt_properties_anim_get_double( properties, "circle_radius", position, length ) );
- mlt_properties_set_double( properties, "movit.parms.float.gaussian_radius",
+ mlt_properties_set_double( properties, "_movit.parms.float.gaussian_radius",
mlt_properties_anim_get_double( properties, "gaussian_radius", position, length ) );
- mlt_properties_set_double( properties, "movit.parms.float.correlation",
+ mlt_properties_set_double( properties, "_movit.parms.float.correlation",
mlt_properties_anim_get_double( properties, "correlation", position, length ) );
- mlt_properties_set_double( properties, "movit.parms.float.noise",
+ mlt_properties_set_double( properties, "_movit.parms.float.noise",
mlt_properties_anim_get_double( properties, "noise", position, length ) );
// DeconvolutionSharpenEffect compiles the matrix size into the shader,