-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stdio.h>
#include <algorithm>
register_int("output_width", &width);
register_int("output_height", &height);
register_int("num_bits", &num_bits);
+ register_uniform_float("round_fac", &uniform_round_fac);
+ register_uniform_float("inv_round_fac", &uniform_inv_round_fac);
+ register_uniform_vec2("tc_scale", uniform_tc_scale);
+ register_uniform_sampler2d("dither_tex", &uniform_dither_tex);
glGenTextures(1, &texnum);
}
string DitherEffect::output_fragment_shader()
{
char buf[256];
- sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0 && movit_shader_rounding_supported));
+ sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0));
return buf + read_file("dither_effect.frag");
}
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
- set_uniform_int(glsl_program_num, prefix, "dither_tex", *sampler_num);
- ++sampler_num;
+ uniform_dither_tex = *sampler_num;
+ ++*sampler_num;
// In theory, we should adjust for the texel centers that have moved here as well,
// but since we use GL_NEAREST and we don't really care a lot what texel we sample,
// we don't have to worry about it.
- float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
- set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);
+ uniform_tc_scale[0] = float(width) / float(texture_width);
+ uniform_tc_scale[1] = float(height) / float(texture_height);
// Used if the shader needs to do explicit rounding.
int round_fac = (1 << num_bits) - 1;
- set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac);
- set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac);
+ uniform_round_fac = round_fac;
+ uniform_inv_round_fac = 1.0f / round_fac;
}
} // namespace movit