godot/drivers/gles3/effects/copy_effects.cpp

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/*  copy_effects.cpp                                                      */
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#ifdef GLES3_ENABLED

#include "copy_effects.h"
#include "../storage/texture_storage.h"

usingnamespaceGLES3;

CopyEffects *CopyEffects::singleton =;

CopyEffects *CopyEffects::get_singleton() {}

CopyEffects::CopyEffects() {}

CopyEffects::~CopyEffects() {}

void CopyEffects::copy_to_rect(const Rect2 &p_rect) {}

void CopyEffects::copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod) {}

void CopyEffects::copy_to_and_from_rect(const Rect2 &p_rect) {}

void CopyEffects::copy_screen(float p_multiply) {}

void CopyEffects::copy_cube_to_rect(const Rect2 &p_rect) {}

void CopyEffects::copy_cube_to_panorama(float p_mip_level) {}

// Intended for efficiently mipmapping textures.
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {}

// Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur().
void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) {}

void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {}

void CopyEffects::draw_screen_triangle() {}

void CopyEffects::draw_screen_quad() {}

#endif // GLES3_ENABLED