// Also, gamma is a case where we would not want premultiplied alpha.
// Thus, we have to divide away alpha first, and then re-multiply it back later.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <string>
#include "effect.h"
+namespace movit {
+
class LiftGammaGainEffect : public Effect {
public:
LiftGammaGainEffect();
- virtual std::string effect_type_id() const { return "LiftGammaGainEffect"; }
- virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
- std::string output_fragment_shader();
+ std::string effect_type_id() const override { return "LiftGammaGainEffect"; }
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ bool strong_one_to_one_sampling() const override { return true; }
+ std::string output_fragment_shader() override;
- void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
private:
RGBTriplet lift, gamma, gain;
+ RGBTriplet uniform_gain_pow_inv_gamma, uniform_inv_gamma22;
};
+} // namespace movit
+
#endif // !defined(_MOVIT_LIFT_GAMMA_GAIN_EFFECT_H)