Handle texture non-bounce a bit better.
[movit] / gamma_compression_effect.cpp
index b1a16a6..079f849 100644 (file)
@@ -1,18 +1,20 @@
-#include <math.h>
-#include <string.h>
 #include <assert.h>
 
-#include "gamma_compression_effect.h"
 #include "effect_util.h"
+#include "gamma_compression_effect.h"
 #include "util.h"
 
+using namespace std;
+
+namespace movit {
+
 GammaCompressionEffect::GammaCompressionEffect()
        : destination_curve(GAMMA_LINEAR)
 {
        register_int("destination_curve", (int *)&destination_curve);
 }
 
-std::string GammaCompressionEffect::output_fragment_shader()
+string GammaCompressionEffect::output_fragment_shader()
 {
        if (destination_curve == GAMMA_LINEAR) {
                return read_file("identity.frag");
@@ -25,7 +27,7 @@ std::string GammaCompressionEffect::output_fragment_shader()
        assert(false);
 }
 
-void GammaCompressionEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void GammaCompressionEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
 {
        Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
 
@@ -110,3 +112,5 @@ void GammaCompressionEffect::set_gl_state(GLuint glsl_program_num, const std::st
                set_uniform_float(glsl_program_num, prefix, "beta", 0.0181);
        }
 }
+
+}  // namespace movit