check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
- //for (unsigned i = 0; i < effects.size(); ++i) {
- // effects[i]->set_uniforms();
- //}
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+ effects[i]->set_uniforms(glsl_program_num, effect_id);
+ }
glDisable(GL_BLEND);
check_error();