// needs mipmaps, you will also get them).
virtual bool needs_mipmaps() const { return false; }
+ // How many inputs this effect will take (a fixed number).
+ // If you have only one input, it will be called INPUT() in GLSL;
+ // if you have several, they will be INPUT1(), INPUT2(), and so on.
+ virtual unsigned num_inputs() const { return 1; }
+
// Requests that this effect adds itself to the given effect chain.
// For most effects, the default will be fine, but for effects that
// consist of multiple passes, it is often useful to replace this
// with something that adds completely different things to the chain.
- virtual void add_self_to_effect_chain(EffectChain *graph, Effect *input);
+ virtual void add_self_to_effect_chain(EffectChain *graph, const std::vector<Effect *> &inputs);
// Outputs one GLSL uniform declaration for each registered parameter
// (see below), with the right prefix prepended to each uniform name.