Start actually piecing together the GLSL shaders from the effect chain.
[movit] / fs.glsl
diff --git a/fs.glsl b/fs.glsl
index 2637869..25f20db 100644 (file)
--- a/fs.glsl
+++ b/fs.glsl
@@ -1,6 +1,6 @@
 #version 120
 uniform sampler2D tex;
-varying vec4 tc;
+varying vec2 tc;
 uniform vec3 lift, gain;
 uniform vec3 gain_pow_inv_gamma, inv_gamma_22;
 uniform float saturation;
@@ -40,7 +40,7 @@ vec3 from_linear(vec3 x) {
 
 void main()
 {
-       vec3 x = texture2D(tex, tc.st, -30.0f).rgb;
+       vec3 x = texture2D(tex, tc).rgb;
        x = to_linear(x);
 
        // do lift in nonlinear space (the others don't care)