- if(shader_id > 0)
- {
- glUseProgram(shader_id);
- glUniform1i(glGetUniformLocation(shader_id, "tex_fg"), 0);
- glUniform1i(glGetUniformLocation(shader_id, "tex_bg"), 1);
- glUniform1f(glGetUniformLocation(shader_id, "threshold"), threshold);
- glUniform1f(glGetUniformLocation(shader_id, "pad"), pad);
- glUniform1f(glGetUniformLocation(shader_id, "threshold_pad"), threshold_pad);
+ if( shader > 0 ) {
+ glUseProgram(shader);
+ glUniform1i(glGetUniformLocation(shader, "tex_fg"), 0);
+ glUniform1i(glGetUniformLocation(shader, "tex_bg"), 1);
+ glUniform1f(glGetUniformLocation(shader, "threshold"), threshold);
+ glUniform1f(glGetUniformLocation(shader, "pad"), pad);
+ glUniform1f(glGetUniformLocation(shader, "threshold_pad"), threshold_pad);
+ if( need_color_matrix )
+ BC_GL_MATRIX(shader, rgb_to_yuv_matrix);