vector< PostProcessingProgramEffectPass > effectPasses
PostProcessingProgram(RenderPass renderPass)
Constructor.
void addEffectPass(int effectPassIdx, int frameBufferWidthDivideFactor, int frameBufferHeightDivideFactor, string shaderPrefix, bool applyShadowMapping, bool applyPostProcessing, int32_t renderTypes, Color4 clearColor, bool renderLightSources, bool skipOnLightSourceNotVisible)
Add effect pass.
const vector< PostProcessingProgramStep > & getPostProcessingSteps() const
const vector< PostProcessingProgramEffectPass > & getEffectPasses() const
const RenderPass getRenderPass() const
vector< PostProcessingProgramStep > steps
bool isSupported()
Checks if program is supported.
void addPostProcessingStep(string shaderId, FrameBufferSource source, FrameBufferTarget target, bool bindTemporary=false, FrameBufferSource blendToSource=FRAMEBUFFERSOURCE_NONE)
Add step.
PostProcessingProgramEffectPass(int effectPassIdx, int frameBufferWidthDivideFactor, int frameBufferHeightDivideFactor, const string &shaderPrefix, bool applyShadowMapping, bool applyPostProcessing, int32_t renderTypes, const Color4 &clearColor, bool renderLightSources, bool skipOnLightSourceNotVisible)
PostProcessingProgramStep(const string &shaderId, FrameBufferSource source, FrameBufferTarget target, bool bindTemporary, FrameBufferSource blendToSource)