register_float("inner_radius", (float *)&inner_radius);
}
-std::string VignetteEffect::output_vertex_shader()
-{
- return read_file("vignette_effect.vert");
-}
-
std::string VignetteEffect::output_fragment_shader()
{
return read_file("vignette_effect.frag");
}
-void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix)
+void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix);
+ Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);