float radius = 0.3f;
float inner_radius = 0.3f;
+float blur_radius = 3.0f;
void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
radius = (xf / 0.2f);
} else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
inner_radius = (xf / 0.2f);
+ } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
+ blur_radius = (xf / 0.2f) * 10.0f;
}
}
vignette_effect->set_float("radius", radius);
vignette_effect->set_float("inner_radius", inner_radius);
//vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
+ blur_effect->set_float("radius", blur_radius);
chain.render_to_screen(src_img);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
draw_saturation_bar(0.6f, saturation / 4.0f);
draw_saturation_bar(0.65f, radius);
draw_saturation_bar(0.70f, inner_radius);
+ draw_saturation_bar(0.75f, blur_radius / 10.0f);
SDL_GL_SwapBuffers();
check_error();