]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Kill the vertex shader system; it is too complicated to get it right until we have...
[movit] / effect_chain.cpp
index 9eee1f66faaf1622715002d44edd195708cfc9fc..d45c2fc4f86ba5c76bad0aa0da52129f05f25b3d 100644 (file)
@@ -14,6 +14,7 @@
 #include "lift_gamma_gain_effect.h"
 #include "colorspace_conversion_effect.h"
 #include "saturation_effect.h"
+#include "mirror_effect.h"
 #include "vignette_effect.h"
 #include "texture_enum.h"
 
@@ -45,6 +46,8 @@ Effect *instantiate_effect(EffectId effect)
                return new LiftGammaGainEffect();
        case EFFECT_SATURATION:
                return new SaturationEffect();
+       case EFFECT_MIRROR:
+               return new MirrorEffect();
        case EFFECT_VIGNETTE:
                return new VignetteEffect();
        }
@@ -155,9 +158,8 @@ void EffectChain::finalize()
                effects.push_back(gamma_conversion);
                current_gamma_curve = output_format.gamma_curve;
        }
-
-       std::string frag_shader = read_file("header.glsl");
-
+       
+       std::string frag_shader = read_file("header.frag");
        for (unsigned i = 0; i < effects.size(); ++i) {
                char effect_id[256];
                sprintf(effect_id, "eff%d", i);
@@ -165,18 +167,18 @@ void EffectChain::finalize()
                frag_shader += "\n";
                frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
                frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
-               frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
+               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 += "\n";
        }
-       frag_shader.append(read_file("footer.glsl"));
+       frag_shader.append(read_file("footer.frag"));
        printf("%s\n", frag_shader.c_str());
        
        glsl_program_num = glCreateProgram();
-       GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+       GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
        GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
        glAttachShader(glsl_program_num, vs_obj);
        check_error();