register_float("border_offset_left", &border_offset_left);
register_float("border_offset_bottom", &border_offset_bottom);
register_float("border_offset_right", &border_offset_right);
+ register_uniform_vec2("offset", uniform_offset);
+ register_uniform_vec2("scale", uniform_scale);
+ register_uniform_vec2("normalized_coords_to_texels", uniform_normalized_coords_to_texels);
+ register_uniform_vec2("offset_bottomleft", uniform_offset_bottomleft);
+ register_uniform_vec2("offset_topright", uniform_offset_topright);
}
string PaddingEffect::output_fragment_shader()
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- float offset[2] = {
- left / output_width,
- (output_height - input_height - top) / output_height
- };
- set_uniform_vec2(glsl_program_num, prefix, "offset", offset);
+ uniform_offset[0] = left / output_width;
+ uniform_offset[1] = (output_height - input_height - top) / output_height;
- float scale[2] = {
- float(output_width) / input_width,
- float(output_height) / input_height
- };
- set_uniform_vec2(glsl_program_num, prefix, "scale", scale);
+ uniform_scale[0] = float(output_width) / input_width;
+ uniform_scale[1] = float(output_height) / input_height;
- float normalized_coords_to_texels[2] = {
- float(input_width), float(input_height)
- };
- set_uniform_vec2(glsl_program_num, prefix, "normalized_coords_to_texels", normalized_coords_to_texels);
+ uniform_normalized_coords_to_texels[0] = float(input_width);
+ uniform_normalized_coords_to_texels[1] = float(input_height);
// Texels -0.5..0.5 should map to light level 0..1 (and then we
// clamp the rest).
- float offset_bottomleft[2] = {
- 0.5f - border_offset_left, 0.5f + border_offset_bottom,
- };
+ uniform_offset_bottomleft[0] = 0.5f - border_offset_left;
+ uniform_offset_bottomleft[1] = 0.5f + border_offset_bottom;
// Texels size-0.5..size+0.5 should map to light level 1..0 (and then clamp).
- float offset_topright[2] = {
- input_width + 0.5f + border_offset_right, input_height + 0.5f - border_offset_top,
- };
-
- set_uniform_vec2(glsl_program_num, prefix, "offset_bottomleft", offset_bottomleft);
- set_uniform_vec2(glsl_program_num, prefix, "offset_topright", offset_topright);
+ uniform_offset_topright[0] = input_width + 0.5f + border_offset_right;
+ uniform_offset_topright[1] = input_height + 0.5f - border_offset_top;
}
// We don't change the pixels of the image itself, so the only thing that