-#define GL_GLEXT_PROTOTYPES 1
-
+#include <epoxy/gl.h>
#include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include "effect_util.h"
#include "lift_gamma_gain_effect.h"
#include "util.h"
+using namespace std;
+
+namespace movit {
+
LiftGammaGainEffect::LiftGammaGainEffect()
: lift(0.0f, 0.0f, 0.0f),
gamma(1.0f, 1.0f, 1.0f),
register_vec3("gain", (float *)&gain);
}
-std::string LiftGammaGainEffect::output_fragment_shader()
+string LiftGammaGainEffect::output_fragment_shader()
{
return read_file("lift_gamma_gain_effect.frag");
}
-void LiftGammaGainEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void LiftGammaGainEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
RGBTriplet gain_pow_inv_gamma(
pow(gain.r, 1.0f / gamma.r),
2.2f / gamma.b);
set_uniform_vec3(glsl_program_num, prefix, "inv_gamma_22", (float *)&inv_gamma_22);
}
+
+} // namespace movit