+ VFrame *src = get_input();
+ src->to_texture();
+ VFrame *dst = get_output();
+ dst->to_texture();
+ dst->enable_opengl();
+ dst->init_screen();
+ 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());