check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
+ unsigned sampler_num = 1;
for (unsigned i = 0; i < effects.size(); ++i) {
char effect_id[256];
sprintf(effect_id, "eff%d", i);
- effects[i]->set_uniforms(glsl_program_num, effect_id);
+ effects[i]->set_uniforms(glsl_program_num, effect_id, &sampler_num);
}
glDisable(GL_BLEND);