Redo FBO association yet again, this time per-texture.
[movit] / sandbox_effect.cpp
1 #include <GL/glew.h>
2
3 #include "sandbox_effect.h"
4 #include "util.h"
5
6 using namespace std;
7
8 namespace movit {
9
10 SandboxEffect::SandboxEffect()
11         : parm(0.0f)
12 {
13         register_float("parm", &parm);
14 }
15
16 string SandboxEffect::output_fragment_shader()
17 {
18         return read_file("sandbox_effect.frag");
19 }
20
21 void SandboxEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
22 {
23         Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
24
25         // Any OpenGL state you might want to set, goes here.
26 }
27
28 }  // namespace movit