// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
- GLint glsl_program_num;
+ GLint glsl_program_num, vertex_shader, fragment_shader;
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
class EffectChain {
public:
EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ ~EffectChain();
// User API:
// input, effects, output, finalize need to come in that specific order.