X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0a01bd356e6066261910a60e4ee2af2813d428f5;hp=c6f1e89af7b2cbef25919ff922f9bc6c1bc2258c;hb=7ea0b3a5be9bafaa2d1fa5a17ce285a725ce132b;hpb=eb7b041eed00003662057affe216de6cdeaaf7a2 diff --git a/effect_chain.cpp b/effect_chain.cpp index c6f1e89..0a01bd3 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,6 +1,6 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@ -229,7 +229,7 @@ string replace_prefix(const string &text, const string &prefix) void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_file("header.frag"); + string frag_shader = read_version_dependent_file("header", "frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@ -240,7 +240,7 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@ -279,9 +279,10 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; } frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; - frag_shader.append(read_file("footer.frag")); + frag_shader.append(read_version_dependent_file("footer", "frag")); - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); } // Construct GLSL programs, starting at the given effect and following