- set_uniform_float(glsl_program_num, prefix, "pixel_offset", 1.0f / 1280.0f); // FIXME
+ glActiveTexture(GL_TEXTURE0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level);
+ check_error();
+
+ // FIXME
+ if (direction == HORIZONTAL) {
+ float ps[] = { pixel_size / 1280.0f, 0.0f };
+ set_uniform_vec2(glsl_program_num, prefix, "pixel_offset", ps);
+ } else if (direction == VERTICAL) {
+ float ps[] = { 0.0f, pixel_size / 720.0f };
+ set_uniform_vec2(glsl_program_num, prefix, "pixel_offset", ps);
+ } else {
+ assert(false);
+ }