// Inputs are only inputs from other phases (ie., those that come from RTT);
// input textures are counted as part of <effects>.
std::vector<Phase *> inputs;
+ // Bound sampler numbers for each input. Redundant in a sense
+ // (it always corresponds to the index), but we need somewhere
+ // to hold the value for the uniform.
+ std::vector<int> input_samplers;
std::vector<Node *> effects; // In order.
unsigned output_width, output_height, virtual_output_width, virtual_output_height;
// Set up uniforms for one phase. The program must already be bound.
void setup_uniforms(Phase *phase);
- // Set up the given sampler number for sampling from an RTT texture,
- // and bind it to "tex_" plus the given GLSL variable.
- void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);
+ // Set up the given sampler number for sampling from an RTT texture.
+ void setup_rtt_sampler(int sampler_num, bool use_mipmaps);
// Output the current graph to the given file in a Graphviz-compatible format;
// only useful for debugging.