-#include <math.h>
+#include <GL/glew.h>
#include <assert.h>
+#include <algorithm>
#include "dither_effect.h"
+#include "effect_util.h"
+#include "init.h"
#include "util.h"
-#include "opengl.h"
namespace {
std::string DitherEffect::output_fragment_shader()
{
- return read_file("dither_effect.frag");
+ char buf[256];
+ sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0));
+ return buf + read_file("dither_effect.frag");
}
void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+ assert(width > 0);
+ assert(height > 0);
+ assert(num_bits > 0);
+
if (width != last_width || height != last_height || num_bits != last_num_bits) {
update_texture(glsl_program_num, prefix, sampler_num);
last_width = width;
// we don't have to worry about it.
float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);
+
+ // Used if the shader needs to do explicit rounding.
+ int round_fac = (1 << num_bits) - 1;
+ set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac);
+ set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac);
}