- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-// glClear(GL_COLOR_BUFFER_BIT);
- check_error();
-
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 0.0f);
-
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 0.0f);
-
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 1.0f);
-
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 1.0f);
-
- glEnd();
- check_error();
-}
-
-void update_hsv()
-{
- hsv2rgb(lift_theta, lift_rad, lift_v, &lift_r, &lift_g, &lift_b);
- hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma_r, &gamma_g, &gamma_b);
- hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain_r, &gain_g, &gain_b);
+ bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
+ assert(ok);