glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
uniform_tex = glGetUniformLocation(sobel_program, "tex");
- uniform_image_size = glGetUniformLocation(sobel_program, "image_size");
uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
}
glBindTextureUnit(0, tex0_view);
glBindSampler(0, nearest_sampler);
glProgramUniform1i(sobel_program, uniform_tex, 0);
- glProgramUniform2f(sobel_program, uniform_image_size, level_width, level_height);
glProgramUniform2f(sobel_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
GLuint grad0_fbo; // TODO: cleanup