]> git.tdb.fi Git - libs/gl.git/blobdiff - source/bloom.cpp
Cosmetic tweaks
[libs/gl.git] / source / bloom.cpp
index ad7ec26943c4230a97ec0a5f0b30750f7680a22f..286730b9c599a782e05ed04faa9294031f5fbfa4 100644 (file)
@@ -44,10 +44,12 @@ Bloom::Bloom(unsigned w, unsigned h):
 {
        blur_shader.attach_shader(get_fullscreen_vertex_shader());
        blur_shader.attach_shader_owned(new FragmentShader(blur_fs));
+       blur_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
        blur_shader.link();
 
        combine_shader.attach_shader(get_fullscreen_vertex_shader());
        combine_shader.attach_shader_owned(new FragmentShader(combine_fs));
+       combine_shader.bind_attribute(get_component_type(VERTEX2), "vertex");
        combine_shader.link();
 
        blur_shdata[0].uniform("delta", 1.0f/w, 0.0f);
@@ -88,7 +90,7 @@ void Bloom::set_radius(float r)
        for(int i=0; i<=size*2; ++i)
                factors[i] /= sum;
 
-       blur_shdata_common.uniform1_array("factors[0]", size*2+1, &factors.front());
+       blur_shdata_common.uniform1_array("factors", size*2+1, &factors.front());
 }
 
 void Bloom::set_strength(float s)
@@ -100,15 +102,16 @@ void Bloom::set_strength(float s)
 
 void Bloom::render(const Texture2D &src, const Texture2D &)
 {
-       Bind unbind_dtest(static_cast<DepthTest *>(0), true);
-       Bind unbind_blend(static_cast<Blend *>(0), true);
+       BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+       BindRestore unbind_blend(static_cast<Blend *>(0));
+       Bind bind_mesh(quad);
 
        {
                Bind bind_shader(blur_shader);
                blur_shdata_common.apply();
                for(unsigned i=0; i<2; ++i)
                {
-                       Bind bind_fbo(fbo[i], true);
+                       BindRestore bind_fbo(fbo[i]);
                        Bind bind_tex(i ? tex[0] : src);
                        blur_shdata[i].apply();
                        quad.draw();