#include <GL/gl.h>
#include <GL/glext.h>
-void set_uniform_float(GLhandleARB glsl_program_num, const std::string &prefix, const std::string &key, float value)
+void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
{
std::string name = prefix + "_" + key;
GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
check_error();
}
-void set_uniform_vec2(GLhandleARB glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
+void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
{
std::string name = prefix + "_" + key;
GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
check_error();
}
-void set_uniform_vec3(GLhandleARB glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
+void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
{
std::string name = prefix + "_" + key;
GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
return output;
}
-void Effect::set_uniforms(GLhandleARB glsl_program_num, const std::string& prefix)
+void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix)
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
}
}
+
+std::string Effect::output_vertex_shader()
+{
+ return read_file("identity.vert");
+}