X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=82f1b2939cc088e8268c0d883f6a1c69e0979dc1;hp=7f6c9430b00fc780a72b26f60a36cf7a1c46808c;hb=28bc5f37437fa8eaca523a209c558b807ced2db3;hpb=926348692a4138e9c88f49ef43657dedb5f36897 diff --git a/effect_chain.cpp b/effect_chain.cpp index 7f6c943..82f1b29 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -243,7 +243,7 @@ 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) { @@ -254,7 +254,7 @@ 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"; } @@ -293,9 +293,10 @@ 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); // Prepare the geometry for the fullscreen quad used in this phase. // (We have separate VAOs per shader, since the bindings can in theory