register_vec3("gain", (float *)&gain);
}
-std::string LiftGammaGainEffect::output_glsl()
+std::string LiftGammaGainEffect::output_fragment_shader()
{
- return read_file("lift_gamma_gain_effect.glsl");
+ return read_file("lift_gamma_gain_effect.frag");
}
-void LiftGammaGainEffect::set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix)
+void LiftGammaGainEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix)
{
Effect::set_uniforms(glsl_program_num, prefix);