frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
- if (effect->num_inputs() == 0) {
- // OpenGL's origin is bottom-left, but most graphics software assumes
- // a top-left origin. Thus, for inputs that come from the user,
- // we flip the y coordinate. However, for FBOs, the origin
- // is all correct, so don't do anything.
- frag_shader += "\ttc.y = 1.0f - tc.y;\n";
- }
frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
frag_shader += "}\n";
frag_shader += "\n";