std::string m_fragmentShader
Whether this filter is an output to be used and should be copied to ram.
virtual FrameBufferProperties getBufferProperties() const =0
static const std::string FILTER_VERTEX_SHADER
bool isRendering3DScene() const VP_OVERRIDE
Returns true if this renderer process 3D data and its scene root can be interacted with.
std::shared_ptr< vpPanda3DBaseRenderer > m_inputRenderer
PointerTo< GraphicsOutput > m_buffer
virtual PointerTo< Texture > setupTexture(const FrameBufferProperties &fbp) const
virtual ~vpPanda3DPostProcessFilter()=default
PointerTo< Shader > m_shader
PointerTo< Texture > m_texture
PointerTo< GraphicsOutput > getMainOutputBuffer() VP_OVERRIDE
vpPanda3DPostProcessFilter(const std::string &name, std::shared_ptr< vpPanda3DBaseRenderer > inputRenderer, bool isOutput, std::string fragmentShader)
void afterFrameRendered() VP_OVERRIDE