void App::render_night_vision(CL_GraphicContext &gc, CL_Texture &source_texture, CL_Texture &mask_texture, CL_Texture &noise_texture, CL_ProgramObject &program_object) { program_object.set_uniform1i("sceneBuffer", 0); program_object.set_uniform1i("noiseTex", 1); program_object.set_uniform1i("maskTex", 2); program_object.set_uniform1f("elapsedTime", elapsedTime); program_object.set_uniform1f("luminanceThreshold", luminanceThreshold); program_object.set_uniform1f("colorAmplification", colorAmplification); program_object.set_uniform1f("effectCoverage", effectCoverage); gc.set_texture(0, source_texture); gc.set_texture(1, noise_texture); gc.set_texture(2, mask_texture); gc.set_program_object(program_object, cl_program_matrix_modelview_projection); draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f)); gc.reset_program_object(); gc.reset_texture(2); gc.reset_texture(1); gc.reset_texture(0); }
void MotionBlurShaderImpl::setUniforms(CL_ProgramObject &p_program) { p_program.set_uniform1i("radius", m_radius); p_program.set_uniform1f("angle", m_angle.to_radians()); }