]> git.tdb.fi Git - libs/gl.git/blobdiff - source/colorcurve.cpp
Move postprocessor shaders to the builtin shaderlib
[libs/gl.git] / source / colorcurve.cpp
index 1c76e1eb885ddbc284d13d7510d588e25a66e620..ad2c51ca337f35340974226253e706a58f58b088 100644 (file)
@@ -7,48 +7,14 @@
 
 using namespace std;
 
-namespace {
-
-static const char fragment_src[] =
-       "uniform sampler2D texture;\n"
-       "uniform sampler1D curve;\n"
-       "uniform float peak;\n"
-       "uniform float brightness;\n"
-       "varying vec2 texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       vec4 sample = texture2D(texture, texcoord);\n"
-       "       float maxc = max(sample.r, max(sample.g, sample.b));\n"
-       "       if(maxc>1.0-peak)\n"
-       "       {\n"
-       "               vec3 saturated = sample.rgb/maxc;\n"
-       "               if(maxc>1.0+peak)\n"
-       "               {\n"
-       "                       sample.rgb = mix(vec3(1.0), saturated, 1.0/pow(brightness, maxc-1.0-peak));\n"
-       "               }\n"
-       "               else\n"
-       "               {\n"
-       "                       float x = (1.0+peak-maxc)/(2.0*peak);\n"
-       "                       sample.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
-       "               }\n"
-       "       }\n"
-       "       gl_FragColor = vec4(texture1D(curve, sample.r).r, texture1D(curve, sample.g).r, texture1D(curve, sample.b).r, sample.a);\n"
-       "}";
-
-}
-
 namespace Msp {
 namespace GL {
 
 ColorCurve::ColorCurve():
+       shprog("colorcurve.glsl"),
        quad(get_fullscreen_quad())
 {
-       shprog.attach_shader(get_fullscreen_vertex_shader());
-       shprog.attach_shader_owned(new FragmentShader(fragment_src));
-       shprog.bind_attribute(get_component_type(VERTEX2), "vertex");
-       shprog.link();
-
-       shdata.uniform("texture", 0);
+       shdata.uniform("source", 0);
        shdata.uniform("curve", 1);
 
        curve.storage(LUMINANCE, 256);