-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stdio.h>
#include <algorithm>
using namespace std;
+namespace movit {
+
namespace {
// A simple LCG (linear congruental generator) random generator.
string DitherEffect::output_fragment_shader()
{
char buf[256];
- sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0));
+ sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0 && movit_shader_rounding_supported));
return buf + read_file("dither_effect.frag");
}
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, texture_width, texture_height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_height, 0, GL_RED, GL_FLOAT, dither_noise);
check_error();
delete[] dither_noise;
check_error();
set_uniform_int(glsl_program_num, prefix, "dither_tex", *sampler_num);
- ++sampler_num;
+ ++*sampler_num;
// In theory, we should adjust for the texel centers that have moved here as well,
// but since we use GL_NEAREST and we don't really care a lot what texel we sample,
set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac);
set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac);
}
+
+} // namespace movit