glEnableVertexArrayAttrib(sobel_vao, position_attrib);
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
- GLint texcoord_attrib = glGetAttribLocation(sobel_program, "texcoord");
- glEnableVertexArrayAttrib(sobel_vao, texcoord_attrib);
- glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_tex = glGetUniformLocation(sobel_program, "tex");
uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
}
glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
- GLint texcoord_attrib = glGetAttribLocation(motion_search_program, "texcoord");
- glEnableVertexArrayAttrib(motion_search_vao, texcoord_attrib);
- glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
uniform_image_size = glGetUniformLocation(motion_search_program, "image_size");
uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");