-#define GL_GLEXT_PROTOTYPES 1
-
+#include <GL/glew.h>
#include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include "effect_util.h"
#include "vignette_effect.h"
#include "util.h"
register_float("inner_radius", (float *)&inner_radius);
}
-std::string VignetteEffect::output_vertex_shader()
-{
- return read_file("vignette_effect.vert");
-}
-
std::string VignetteEffect::output_fragment_shader()
{
return read_file("vignette_effect.frag");
}
-void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix)
+void VignetteEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);
+ set_uniform_float(glsl_program_num, prefix, "pihalf_div_radius", 0.5 * M_PI / radius);
Point2D aspect(16.0f / 9.0f, 1.0f); // FIXME
set_uniform_vec2(glsl_program_num, prefix, "aspect_correction", (float *)&aspect);