Port over Bitmap 'radial_blur' from old SFML codebase
This implementation is also heaps better than the old one as it doesn't use a (differently sized) aux texture, meaning the Bitmap discards its old texture and aquires one of same size, making reuse through the TexPool a lot more likely. It also saves on the aux texture blits and binding switches. As the setup / resource acquisition far outweighs the actual rendering cost, operation time is relatively constant no matter how many divisions are used.
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src/shader.h
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src/shader.h
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@ -118,6 +118,17 @@ private:
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GLint u_spriteMat;
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};
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class SimpleMatrixShader : public ShaderBase
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{
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public:
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SimpleMatrixShader();
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void setMatrix(const float value[16]);
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private:
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GLint u_matrix;
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};
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class TransShader : public ShaderBase
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{
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public:
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