--- /dev/null
+#include <math.h>
+#include <assert.h>
+
+#include "diffusion_effect.h"
+#include "blur_effect.h"
+#include "effect_chain.h"
+#include "util.h"
+
+DiffusionEffect::DiffusionEffect()
+ : blur(new BlurEffect),
+ overlay_matte(new OverlayMatteEffect)
+{
+}
+
+std::string DiffusionEffect::output_fragment_shader()
+{
+ return read_file("sandbox_effect.frag");
+}
+
+void DiffusionEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs) {
+ assert(inputs.size() == 1);
+ blur->add_self_to_effect_chain(chain, inputs);
+
+ std::vector<Effect *> overlay_matte_inputs;
+ overlay_matte_inputs.push_back(inputs[0]);
+ overlay_matte_inputs.push_back(chain->get_last_added_effect()); // FIXME
+ overlay_matte->add_self_to_effect_chain(chain, overlay_matte_inputs);
+}
+
+bool DiffusionEffect::set_float(const std::string &key, float value) {
+ if (key == "blurred_mix_amount") {
+ return overlay_matte->set_float(key, value);
+ }
+ return blur->set_float(key, value);
+}
+
+OverlayMatteEffect::OverlayMatteEffect()
+ : blurred_mix_amount(0.3f)
+{
+ register_float("blurred_mix_amount", &blurred_mix_amount);
+}
+
+std::string OverlayMatteEffect::output_fragment_shader()
+{
+ return read_file("overlay_matte_effect.frag");
+}