bsd compatibility mods
[goodguy/history.git] / cinelerra-5.1 / plugins / dissolve / dissolve.C
index e2e0d532d18d3156dd0bbd7e326af031d638fb3f..37b5ac8c742d07139f0163bd773ec44182ba0740 100644 (file)
@@ -47,7 +47,7 @@ DissolveMain::~DissolveMain()
        delete overlayer;
 }
 
-const char* DissolveMain::plugin_title() { return _("Dissolve"); }
+const char* DissolveMain::plugin_title() { return N_("Dissolve"); }
 int DissolveMain::is_video() { return 1; }
 int DissolveMain::is_transition() { return 1; }
 int DissolveMain::uses_gui() { return 0; }
@@ -108,25 +108,20 @@ int DissolveMain::handle_opengl()
        src->bind_texture(0);
        dst->bind_texture(1);
 
-       const char *shader_stack[] = { 0, 0, 0 };
-       int current_shader = 0;
-       shader_stack[current_shader++] = blend_dissolve;
-
-       unsigned int shader_id = VFrame::make_shader(0,
-               shader_stack[0], shader_stack[1], shader_stack[2], 0);
-
-       glUseProgram(shader_id);
-       glUniform1f(glGetUniformLocation(shader_id, "fade"), fade);
-       glUniform1i(glGetUniformLocation(shader_id, "src_tex"), 0);
-       glUniform1i(glGetUniformLocation(shader_id, "dst_tex"), 1);
-       if(BC_CModels::is_yuv(dst->get_color_model()))
-               glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.5, 0.5);
-       else
-               glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.0, 0.0);
-       glUniform2f(glGetUniformLocation(shader_id, "dst_tex_dimensions"),
-               (float)dst->get_texture_w(),
-               (float)dst->get_texture_h());
-
+       unsigned int shader = VFrame::make_shader(0, blend_dissolve, 0);
+       if( shader > 0 ) {
+               glUseProgram(shader);
+               glUniform1f(glGetUniformLocation(shader, "fade"), fade);
+               glUniform1i(glGetUniformLocation(shader, "src_tex"), 0);
+               glUniform1i(glGetUniformLocation(shader, "dst_tex"), 1);
+               if(BC_CModels::is_yuv(dst->get_color_model()))
+                       glUniform3f(glGetUniformLocation(shader, "chroma_offset"), 0.0, 0.5, 0.5);
+               else
+                       glUniform3f(glGetUniformLocation(shader, "chroma_offset"), 0.0, 0.0, 0.0);
+               glUniform2f(glGetUniformLocation(shader, "dst_tex_dimensions"),
+                       (float)dst->get_texture_w(),
+                       (float)dst->get_texture_h());
+       }
        glDisable(GL_BLEND);
        src->draw_texture();
        glUseProgram(0);