+EffectChain::~EffectChain()
+{
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ if (nodes[i]->output_texture != 0) {
+ glDeleteTextures(1, &nodes[i]->output_texture);
+ }
+ delete nodes[i]->effect;
+ delete nodes[i];
+ }
+ for (unsigned i = 0; i < phases.size(); ++i) {
+ glDeleteProgram(phases[i]->glsl_program_num);
+ glDeleteShader(phases[i]->vertex_shader);
+ glDeleteShader(phases[i]->fragment_shader);
+ delete phases[i];
+ }
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ }
+}
+