// Returns the GLSL fragment shader string for this effect.
virtual std::string output_fragment_shader() = 0;
- // Set all uniforms the shader needs in the current GL context.
- // The default implementation sets one uniform per registered parameter.
+ // Set all OpenGL state that this effect needs before rendering.
+ // The default implementation sets one uniform per registered parameter,
+ // but no other state.
//
// <sampler_num> is the first free texture sampler. If you want to use
// textures, you can bind a texture to GL_TEXTURE0 + <sampler_num>,
// and then increment the number (so that the next effect in the chain
// will use a different sampler).
- //
- // NOTE: Currently this is also abused a bit to set other GL state
- // the effect might need.
- virtual void set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
+
+ // If you set any special OpenGL state in set_gl_state(), you can clear it
+ // after rendering here. The default implementation does nothing.
+ virtual void clear_gl_state();
// Set a parameter; intended to be called from user code.
// Neither of these take ownership of the pointer.