+void EffectChain::finalize()
+{
+ std::string frag_shader = read_file("header.glsl");
+
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+
+ frag_shader += "\n";
+ frag_shader += std::string("#define PREFIX(x) ") + effect_id + "_ ## x\n";
+ frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+ frag_shader += effects[i]->output_glsl();
+ frag_shader += "#undef PREFIX\n";
+ frag_shader += "#undef FUNCNAME\n";
+ frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ frag_shader += "\n";
+ }
+ printf("%s\n", frag_shader.c_str());
+
+ glsl_program_num = glCreateProgram();
+ GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+ GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ glAttachObjectARB(glsl_program_num, vs_obj);
+ check_error();
+ glAttachObjectARB(glsl_program_num, fs_obj);
+ check_error();
+ glLinkProgram(glsl_program_num);
+ check_error();
+}