@ -219,6 +219,7 @@ void GLShader::resolveLocations()
m_floatLocation [ Saturation ] = uniformLocation ( " saturation " ) ;
m_floatLocation [ MaxHdrBrightness ] = uniformLocation ( " maxHdrBrightness " ) ;
m_floatLocation [ SdrBrightness ] = uniformLocation ( " sdrBrightness " ) ;
m_colorLocation [ Color ] = uniformLocation ( " geometryColor " ) ;
@ -226,7 +227,6 @@ void GLShader::resolveLocations()
m_intLocation [ TextureHeight ] = uniformLocation ( " textureHeight " ) ;
m_intLocation [ SourceNamedTransferFunction ] = uniformLocation ( " sourceNamedTransferFunction " ) ;
m_intLocation [ DestinationNamedTransferFunction ] = uniformLocation ( " destinationNamedTransferFunction " ) ;
m_intLocation [ SdrBrightness ] = uniformLocation ( " sdrBrightness " ) ;
m_locationsResolved = true ;
}
@ -442,7 +442,7 @@ bool GLShader::setColorspaceUniforms(const ColorDescription &src, const ColorDes
return setUniform ( GLShader : : MatrixUniform : : ColorimetryTransformation , src . colorimetry ( ) . toOther ( dst . colorimetry ( ) ) )
& & setUniform ( GLShader : : IntUniform : : SourceNamedTransferFunction , int ( src . transferFunction ( ) ) )
& & setUniform ( GLShader : : IntUniform : : DestinationNamedTransferFunction , int ( dst . transferFunction ( ) ) )
& & setUniform ( In tUniform: : SdrBrightness , dst . sdrBrightness ( ) )
& & setUniform ( Floa tUniform: : SdrBrightness , dst . sdrBrightness ( ) )
& & setUniform ( FloatUniform : : MaxHdrBrightness , dst . maxHdrHighlightBrightness ( ) ) ;
}
@ -456,8 +456,7 @@ bool GLShader::setColorspaceUniformsToSRGB(const ColorDescription &src)
return setUniform ( GLShader : : MatrixUniform : : ColorimetryTransformation , src . colorimetry ( ) . toOther ( ColorDescription : : sRGB . colorimetry ( ) ) )
& & setUniform ( GLShader : : IntUniform : : SourceNamedTransferFunction , int ( src . transferFunction ( ) ) )
& & setUniform ( GLShader : : IntUniform : : DestinationNamedTransferFunction , int ( NamedTransferFunction : : sRGB ) )
& & setUniform ( In tUniform: : SdrBrightness , src . sdrBrightness ( ) )
& & setUniform ( Floa tUniform: : SdrBrightness , src . sdrBrightness ( ) )
& & setUniform ( FloatUniform : : MaxHdrBrightness , src . sdrBrightness ( ) ) ;
}
}