+}
+
+std::string LiftGammaGainEffect::output_fragment_shader()
+{
+ return read_file("lift_gamma_gain_effect.frag");
+}
+
+void LiftGammaGainEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ RGBTriplet gain_pow_inv_gamma(
+ 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(
+ 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);