// Keeps the type of alpha (premultiplied, postmultiplied, blank)
// unchanged from input to output. Usually appropriate if you
// process all color channels in a linear fashion, do not change
- // alpha, and do not produce any new pixels thare have alpha != 1.0.
+ // alpha, and do not produce any new pixels that have alpha != 1.0.
//
// Does not make sense for inputs.
DONT_CARE_ALPHA_TYPE,
//
// Neither of these take ownership of the pointer.
- // int is special since GLSL pre-1.30 doesn't have integer uniforms.
- // Thus, ints that you register will _not_ be converted to GLSL uniforms.
+ // These correspond directly to int/float/vec2/vec3/vec4 in GLSL.
void register_int(const std::string &key, int *value);
-
- // These correspond directly to float/vec2/vec3/vec4 in GLSL.
void register_float(const std::string &key, float *value);
void register_vec2(const std::string &key, float *values);
void register_vec3(const std::string &key, float *values);