aspect_denom(aspect_denom),
dither_effect(NULL),
num_dither_bits(0),
+ output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
finalized(false),
resource_pool(resource_pool),
do_phase_timing(false) {
frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
string vert_shader = read_version_dependent_file("vs", "vert");
+
+ // If we're the last phase and need to flip the picture to compensate for
+ // the origin, tell the vertex shader so.
+ if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ const string needle = "#define FLIP_ORIGIN 0";
+ size_t pos = vert_shader.find(needle);
+ assert(pos != string::npos);
+
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
+
phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
// Collect the resulting location numbers for each uniform.