#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
#include "saturation_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
#include "saturation_effect.h"
for (unsigned i = 0; i < effects.size(); ++i) {
char effect_id[256];
sprintf(effect_id, "eff%d", i);
for (unsigned i = 0; i < effects.size(); ++i) {
char effect_id[256];
sprintf(effect_id, "eff%d", i);
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 += "\n";
frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), 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 += "#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";
}
printf("%s\n", frag_shader.c_str());
glsl_program_num = glCreateProgram();
printf("%s\n", frag_shader.c_str());
glsl_program_num = glCreateProgram();
GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();