-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include "effect_chain.h"
#include "slice_effect.h"
register_int("output_slice_size", &output_slice_size);
register_int("offset", &offset);
register_int("direction", (int *)&direction);
+ register_uniform_float("output_coord_to_slice_num", &uniform_output_coord_to_slice_num);
+ register_uniform_float("slice_num_to_input_coord", &uniform_slice_num_to_input_coord);
+ register_uniform_float("slice_offset_to_input_coord", &uniform_slice_offset_to_input_coord);
+ register_uniform_float("offset", &uniform_offset);
}
string SliceEffect::output_fragment_shader()
get_output_size(&output_width, &output_height, &output_width, &output_height);
if (direction == HORIZONTAL) {
- set_uniform_float(glsl_program_num, prefix, "output_coord_to_slice_num", float(output_width) / float(output_slice_size));
- set_uniform_float(glsl_program_num, prefix, "slice_num_to_input_coord", float(input_slice_size) / float(input_width));
- set_uniform_float(glsl_program_num, prefix, "slice_offset_to_input_coord", float(output_slice_size) / float(input_width));
- set_uniform_float(glsl_program_num, prefix, "offset", float(offset) / float(input_width));
+ uniform_output_coord_to_slice_num = float(output_width) / float(output_slice_size);
+ uniform_slice_num_to_input_coord = float(input_slice_size) / float(input_width);
+ uniform_slice_offset_to_input_coord = float(output_slice_size) / float(input_width);
+ uniform_offset = float(offset) / float(input_width);
} else {
- set_uniform_float(glsl_program_num, prefix, "output_coord_to_slice_num", float(output_height) / float(output_slice_size));
- set_uniform_float(glsl_program_num, prefix, "slice_num_to_input_coord", float(input_slice_size) / float(input_height));
- set_uniform_float(glsl_program_num, prefix, "slice_offset_to_input_coord", float(output_slice_size) / float(input_height));
- set_uniform_float(glsl_program_num, prefix, "offset", float(offset) / float(input_height));
+ uniform_output_coord_to_slice_num = float(output_height) / float(output_slice_size);
+ uniform_slice_num_to_input_coord = float(input_slice_size) / float(input_height);
+ uniform_slice_offset_to_input_coord = float(output_slice_size) / float(input_height);
+ uniform_offset = float(offset) / float(input_height);
}
// Normalized coordinates could potentially cause blurring of the image.