protected override ITextureFilter CreateFilter(ITextureFilter input) { return(ShaderFileNames.Aggregate(input, (current, filename) => CompileShader(filename) .Configure(format: GetTextureFormat()) .ApplyTo(current))); }
public override IFilter CreateFilter(IResizeableFilter sourceFilter) { if (UseImageProcessor(sourceFilter)) { return(ShaderFileNames.Aggregate((IFilter)sourceFilter, (current, filename) => new ShaderFilter(CompileShader(filename), current))); } return(sourceFilter); }
protected override ITextureFilter CreateFilter(ITextureFilter input) { if (ProcessInYUV) { input = input.ConvertToYuv(); } var output = ShaderFileNames.Aggregate(input, (current, filename) => current.Apply(GetShader(filename))); return(ProcessInYUV ? output.ConvertToRgb() : output); }
protected override ITextureFilter CreateFilter(ITextureFilter input) { if (ProcessInYUV) { input = input.ConvertToYuv(); } var output = ShaderFileNames.Aggregate(input, (current, filename) => CompileShader(filename) .Configure(format: GetTextureFormat()) .ApplyTo(current)); return(ProcessInYUV ? output.ConvertToRgb() : output); }
public override IFilter CreateFilter(IFilter input) { return(ShaderFileNames.Aggregate(input, (current, filename) => new ShaderFilter(CompileShader(filename).Configure(format: GetTextureFormat()), current))); }
public override IFilter CreateFilter(IFilter input) { return(ShaderFileNames.Aggregate(input, (current, filename) => new ShaderFilter(CompileShader(filename), current))); }