#include <map>
#include <string>
+#include <vector>
#include <GL/gl.h>
virtual bool needs_srgb_primaries() const { return true; }
virtual bool needs_many_samples() const { return false; }
virtual bool needs_mipmaps() const { return false; }
+ virtual void add_self_to_effect_chain(std::vector<Effect *> *chain) {
+ chain->push_back(this);
+ }
virtual std::string output_convenience_uniforms() const;
virtual std::string output_fragment_shader() = 0;
virtual void set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
// Neither of these take ownership.
- bool set_int(const std::string&, int value);
- bool set_float(const std::string &key, float value);
- bool set_vec2(const std::string &key, const float *values);
- bool set_vec3(const std::string &key, const float *values);
+ virtual bool set_int(const std::string&, int value);
+ virtual bool set_float(const std::string &key, float value);
+ virtual bool set_vec2(const std::string &key, const float *values);
+ virtual bool set_vec3(const std::string &key, const float *values);
protected:
// Neither of these take ownership.