Exemplo n.º 1
0
 protected override ITextureFilter CreateFilter(ITextureFilter input)
 {
     return(ShaderFileNames.Aggregate(input,
                                      (current, filename) =>
                                      CompileShader(filename)
                                      .Configure(format: GetTextureFormat())
                                      .ApplyTo(current)));
 }
Exemplo n.º 2
0
 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);
            }
Exemplo n.º 4
0
            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)));
 }