-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <math.h>
#include "effect_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("lift", (float *)&lift);
register_vec3("gamma", (float *)&gamma);
register_vec3("gain", (float *)&gain);
+ register_uniform_vec3("gain_pow_inv_gamma", (float *)&uniform_gain_pow_inv_gamma);
+ register_uniform_vec3("inv_gamma_22", (float *)&uniform_inv_gamma22);
}
string LiftGammaGainEffect::output_fragment_shader()
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- RGBTriplet gain_pow_inv_gamma(
+ uniform_gain_pow_inv_gamma = RGBTriplet(
pow(gain.r, 1.0f / gamma.r),
pow(gain.g, 1.0f / gamma.g),
pow(gain.b, 1.0f / gamma.b));
- set_uniform_vec3(glsl_program_num, prefix, "gain_pow_inv_gamma", (float *)&gain_pow_inv_gamma);
- RGBTriplet inv_gamma_22(
+ uniform_inv_gamma22 = RGBTriplet(
2.2f / gamma.r,
2.2f / gamma.g,
2.2f / gamma.b);
- set_uniform_vec3(glsl_program_num, prefix, "inv_gamma_22", (float *)&inv_gamma_22);
}
+
+} // namespace movit