moved all shader code out of C++ source and into external shader files
General code cleanup and easier maintenance.
This commit is contained in:
@@ -72,16 +72,7 @@ bool OpacityNode::IsAccelerated() const
|
||||
|
||||
QString OpacityNode::CodeFragment() const
|
||||
{
|
||||
return "#version 110"
|
||||
"\n"
|
||||
"varying vec2 olive_tex_coord;\n"
|
||||
"\n"
|
||||
"uniform sampler2D tex_in;\n"
|
||||
"uniform float opacity_in;\n"
|
||||
"\n"
|
||||
"void main(void) {\n"
|
||||
" gl_FragColor = texture2D(tex_in, olive_tex_coord) * (opacity_in * 0.01);\n"
|
||||
"}\n";
|
||||
return ReadFileAsString(":/shaders/opacity.frag");
|
||||
}
|
||||
|
||||
NodeInput *OpacityNode::texture_input() const
|
||||
|
||||
Reference in New Issue
Block a user