#include <assert.h>
#include "opengl.h"
+#include "util.h"
class EffectChain;
class Node;
void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
+void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix);
class Effect {
public:
// 2. You rely on previous effects, possibly including gamma
// expansion, to happen pre-filtering instead of post-filtering.
// (This is only relevant if you actually need the filtering; if
- // you sample on whole input pixels only, it makes no difference.)
+ // you sample 1:1 between pixels and texels, it makes no difference.)
//
// Note that in some cases, you might get post-filtered gamma expansion
// even when setting this option. More specifically, if you are the