delete engine;
}
-const char* InterpolatePixelsMain::plugin_title() { return _("Interpolate Bayer"); }
+const char* InterpolatePixelsMain::plugin_title() { return N_("Interpolate Bayer"); }
int InterpolatePixelsMain::is_realtime() { return 1; }
get_output()->to_texture();
get_output()->enable_opengl();
- const char *shader_stack[] = { 0, 0, 0 };
- int current_shader = 0;
- INTERPOLATE_COMPILE(shader_stack, current_shader)
- unsigned int frag = VFrame::make_shader(0,
- shader_stack[0],
- 0);
- if(frag > 0)
- {
- glUseProgram(frag);
- glUniform1i(glGetUniformLocation(frag, "tex"), 0);
- INTERPOLATE_UNIFORMS(frag)
- }
+ const char *shader_stack[16];
+ memset(shader_stack,0, sizeof(shader_stack));
+ int current_shader = 0;
+ INTERPOLATE_COMPILE(shader_stack, current_shader);
+
+ shader_stack[current_shader] = 0;
+ unsigned int shader = VFrame::make_shader(shader_stack);
+ if( shader > 0 ) {
+ glUseProgram(shader);
+ glUniform1i(glGetUniformLocation(shader, "tex"), 0);
+ INTERPOLATE_UNIFORMS(shader);
+ }
get_output()->init_screen();
get_output()->bind_texture(0);