namespace Msp {
namespace GL {
-Bloom::Bloom(Resources &resources, unsigned w, unsigned h):
- blur_shader(resources.get<Program>("_bloom_blur.glsl.shader")),
- combine_shader(resources.get<Program>("_bloom_combine.glsl.shader")),
- quad(resources.get<Mesh>("_fullscreen_quad.mesh")),
- nearest_sampler(resources.get<Sampler>("_nearest_clamp.samp")),
- linear_sampler(resources.get<Sampler>("_linear_clamp.samp"))
+Bloom::Bloom(unsigned w, unsigned h):
+ blur_shader(Resources::get_global().get<Program>("_bloom_blur.glsl.shader")),
+ combine_shader(Resources::get_global().get<Program>("_bloom_combine.glsl.shader")),
+ quad(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
+ nearest_sampler(Resources::get_global().get<Sampler>("_nearest_clamp.samp")),
+ linear_sampler(Resources::get_global().get<Sampler>("_linear_clamp.samp"))
{
blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
blur_shdata[1].uniform("delta", 0.0f, 1.0f/h);
strength(0.2f)
{ }
-Bloom *Bloom::Template::create(Resources &res, unsigned width, unsigned height) const
+Bloom *Bloom::Template::create(unsigned width, unsigned height) const
{
- RefPtr<Bloom> bloom = new Bloom(res, width/size_divisor, height/size_divisor);
+ RefPtr<Bloom> bloom = new Bloom(width/size_divisor, height/size_divisor);
bloom->set_radius(radius);
bloom->set_strength(strength);
return bloom.release();