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);
+ GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
- GLenum internal_format = GL_RGBA8;
+ GLenum format, internal_format;
if (use_srgb_texture_format) {
internal_format = GL_SRGB8;
+ } else {
+ internal_format = GL_RGBA8;
}
-
if (input_format.pixel_format == FORMAT_RGB) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
+ format = GL_RGB;
} else if (input_format.pixel_format == FORMAT_RGBA) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
+ format = GL_RGBA;
} else {
assert(false);
}
+
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, src);
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);