class Mesh;
class Renderer;
+class Sampler;
class Shader;
class Texture2D;
private:
static WeakPtr<Mesh> fullscreen_quad;
+ static WeakPtr<Sampler> nearest_sampler;
+ static WeakPtr<Sampler> linear_sampler;
protected:
PostProcessor() { }
/** Returns a mesh consisting of a single quad, covering the entire screen.
The vertices are in normalized device coordinates. */
static RefPtr<Mesh> get_fullscreen_quad();
+
+ static RefPtr<Sampler> get_nearest_sampler();
+ static RefPtr<Sampler> get_linear_sampler();
};
} // namespace GL