frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
- frag_shader += "#undef LAST_INPUT\n";
- frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ frag_shader += "#undef INPUT\n";
+ frag_shader += std::string("#define INPUT ") + effect_id + "\n";
frag_shader += "\n";
input_needs_mipmaps |= effects[i]->needs_mipmaps();
// and of course at the end.
unsigned start = 0;
for (unsigned i = 0; i < effects.size(); ++i) {
- if (effects[i]->needs_many_samples() && i != start) {
+ if (effects[i]->needs_texture_bounce() && i != start) {
phases.push_back(compile_glsl_program(start, i));
start = i;
}