" gl_FragColor = pixel;\n"
"}\n";
-#define GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolation) \
-{ \
- if(aggregate_interpolation) \
- shader_stack[current_shader++] = gamma_get_pixel1; \
- else \
- shader_stack[current_shader++] = gamma_get_pixel2; \
- \
- switch(get_output()->get_color_model()) \
- { \
- case BC_YUV888: \
- case BC_YUVA8888: \
- shader_stack[current_shader++] = gamma_pow_frag; \
- shader_stack[current_shader++] = gamma_yuv_frag; \
- break; \
- default: \
- shader_stack[current_shader++] = gamma_pow_frag; \
- shader_stack[current_shader++] = gamma_rgb_frag; \
- break; \
- } \
-}
+#define GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolation) do { \
+ shader_stack[current_shader++] = \
+ (aggregate_interpolation) ? gamma_get_pixel1 : gamma_get_pixel2; \
+ shader_stack[current_shader++] = gamma_pow_frag; \
+ shader_stack[current_shader++] = \
+ !BC_CModels::is_yuv(get_output()->get_color_model()) ? \
+ gamma_rgb_frag : gamma_yuv_frag; \
+} while(0)
-#define GAMMA_UNIFORMS(frag) \
-{ \
+#define GAMMA_UNIFORMS(frag) do { \
float gamma = get_output()->get_params()->get("GAMMA_GAMMA", (float)1); \
float max = get_output()->get_params()->get("GAMMA_MAX", (float)1) * gamma; \
gamma -= 1.0; \
glUniform1f(glGetUniformLocation(frag, "gamma_scale"), scale); \
glUniform1f(glGetUniformLocation(frag, "gamma_gamma"), gamma); \
glUniform1f(glGetUniformLocation(frag, "gamma_max"), max); \
-printf("GAMMA_UNIFORMS %f %f\n", max, gamma); \
-}
-
-
-
-
+} while(0)
#endif