quad(get_fullscreen_quad())
{
blur_shader.attach_shader(get_fullscreen_vertex_shader());
- blur_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, blur_fs));
+ blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
blur_shader.link();
combine_shader.attach_shader(get_fullscreen_vertex_shader());
- combine_shader.attach_shader_owned(new Shader(FRAGMENT_SHADER, combine_fs));
+ combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
combine_shader.link();
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
void Bloom::set_radius(float r)
{
if(r<=0.0f)
- throw out_of_range("Bloom::set_radius");
+ throw invalid_argument("Bloom::set_radius");
int size = min(static_cast<int>(r*3.0f), 9);
blur_shdata_common.uniform("size", size);
void Bloom::set_strength(float s)
{
if(s<0.0f || s>1.0f)
- throw out_of_range("Bloom::set_strength");
+ throw invalid_argument("Bloom::set_strength");
combine_shdata.uniform("strength", s);
}