frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
+#ifndef NDEBUG
// Output shader to a temporary file, for easier debugging.
static int compiled_shader_num = 0;
char filename[256];
}
fprintf(fp, "%s\n", frag_shader.c_str());
fclose(fp);
+#endif
GLuint glsl_program_num = glCreateProgram();
GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
void EffectChain::output_dot(const char *filename)
{
+#ifdef NDEBUG
+ return;
+#endif
+
FILE *fp = fopen(filename, "w");
if (fp == NULL) {
perror(filename);