public ShaderFilter(IShaderConfig config, params IFilter <ITextureOutput <IBaseTexture> >[] inputFilters) : this(config.GetHandle(), inputFilters) { }
public static ITextureFilter Apply(this ITextureFilter <IBaseTexture> filter, IShaderConfig settings) { return(settings.ApplyTo(filter)); }
protected ITextureFilter GetEwaFilter(IShaderConfig shader, ITextureFilter[] inputs) { var filters = m_Weights.Select(w => (ITextureFilter <IBaseTexture>)w.ToFilter()); return(shader.ApplyTo(inputs.Concat(filters).ToArray())); }
public static ITextureFilter ApplyTo(this IShaderConfig settings, params ITextureFilter <IBaseTexture>[] inputFilters) { return(settings.GetHandle().ApplyTo(inputFilters)); }