Operational implementation of UV texture coordinates changes in

Appearance View.
This commit is contained in:
brunoherbelin
2020-11-16 21:43:39 +01:00
parent 8c9b753544
commit 1ab2ae0df0
19 changed files with 214 additions and 188 deletions

View File

@@ -9,13 +9,13 @@ const char* ImageProcessingShader::filter_names[12] = { "None", "Blur", "Sharpen
"Erosion 3x3", "Erosion 5x5", "Erosion 7x7", "Dilation 3x3", "Dilation 5x5", "Dilation 7x7" };
ImageProcessingShader::ImageProcessingShader()
ImageProcessingShader::ImageProcessingShader(): Shader()
{
program_ = &imageProcessingShadingProgram;
reset();
}
ImageProcessingShader::ImageProcessingShader(const ImageProcessingShader &S)
ImageProcessingShader::ImageProcessingShader(const ImageProcessingShader &S): Shader()
{
program_ = &imageProcessingShadingProgram;
reset();
@@ -38,8 +38,6 @@ void ImageProcessingShader::use()
{
Shader::use();
// program_->setUniform("iChannelResolution[0]", iChannelResolution[0].x, iChannelResolution[0].y, iChannelResolution[0].z);
program_->setUniform("brightness", brightness);
program_->setUniform("contrast", contrast);
program_->setUniform("saturation", saturation);
@@ -63,9 +61,6 @@ void ImageProcessingShader::reset()
{
Shader::reset();
// // no texture resolution yet
// iChannelResolution[0] = glm::vec3(1.f);
// default values for image processing
brightness = 0.f;
contrast = 0.f;