register_float("inner_radius", (float *)&inner_radius);
}
-std::string VignetteEffect::output_glsl()
+std::string VignetteEffect::output_fragment_shader()
{
- return read_file("vignette_effect.glsl");
+ return read_file("vignette_effect.frag");
}
-void VignetteEffect::set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix)
+void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix)
{
Effect::set_uniforms(glsl_program_num, prefix);