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-rw-r--r--shader.frag4
-rw-r--r--sv.c64
2 files changed, 10 insertions, 58 deletions
diff --git a/shader.frag b/shader.frag
index 53db428..49740ac 100644
--- a/shader.frag
+++ b/shader.frag
@@ -26,7 +26,7 @@ void main (void) {
   vec4 i4 = texture2D(img3,st);
 	i1 = mix(i1,i2,sin(time));
 	i2 = mix(i3,i4,cos(time));
-	//gl_FragColor = mix(i1,i2,0.5);
-	gl_FragColor = i1;
+	gl_FragColor = mix(i1,i2,0.5);
+	gl_FragColor = i2;
   //gl_FragColor = texture2D(image1,st*sin(time*2.));
 }
diff --git a/sv.c b/sv.c
index e30942e..775e1f8 100644
--- a/sv.c
+++ b/sv.c
@@ -105,7 +105,12 @@ void createShader(char *vert, char *frag) {
 };
 
 
-void setTextureParams() {
+void readImage(char *file, char *name, int32_t t, int i) {
+
+  GLuint tex;
+  glGenTextures(1, &tex);
+  glActiveTexture(GL_TEXTURE0+i);
+  glBindTexture(GL_TEXTURE_2D,tex);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -113,19 +118,13 @@ void setTextureParams() {
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
   glEnable(GL_TEXTURE_2D);
-  stbi_set_flip_vertically_on_load(1);
-}
-void readImage(char *file, char *name, int32_t t, int i) {
 
-  GLuint tex;
-  glGenTextures(1, &tex);
-  glActiveTexture(GL_TEXTURE0+i);
-  glBindTexture(GL_TEXTURE_2D,tex);
-  setTextureParams();
   GLint v = glGetUniformLocation(shader, name);
   printf("loc %.i\n",v);
   glUniform1i(v, i);
+
   int comp;
+  stbi_set_flip_vertically_on_load(1);
   unsigned char* pixels = stbi_load(file, &width, &height, &comp, STBI_rgb_alpha);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
   stbi_image_free(pixels);
@@ -176,49 +175,10 @@ int main(int argc, char **argv) {
   createWindow();
   createShader("shader.vert","shader.frag");
   glUseProgram(shader);
-  /*
-  */
   readImage(argv[1],"img0",GL_TEXTURE0,0);
   readImage(argv[2],"img1",GL_TEXTURE1,1);
   readImage(argv[3],"img2",GL_TEXTURE2,2);
   readImage(argv[4],"img3",GL_TEXTURE3,3);
-/*
-  glEnable(GL_TEXTURE_2D);
-  //glBindTexture(GL_TEXTURE_2D,0);
-  GLuint tex0;
-    glGenTextures(1, &tex0);
-  glActiveTexture(GL_TEXTURE0);
-  glBindTexture(GL_TEXTURE_2D,tex0);
-  setTextureParams();
-
-  GLint v = glGetUniformLocation(shader, "img0");
-  printf("loc %.i\n",v);
-  glUniform1i(v, tex0);
-  int comp;
-  unsigned char* pixels = stbi_load(argv[1], &width, &height, &comp, STBI_rgb_alpha);
-  //printf("%i\n",textures[0]);
-  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-  stbi_image_free(pixels);
-  //glBindTexture(GL_TEXTURE_2D,0);
-
-
-  glBindTexture(GL_TEXTURE_2D,0);
-  glActiveTexture(GL_TEXTURE0);
-  GLuint tex1;
-    glGenTextures(1, &tex1);
-  v = glGetUniformLocation(shader, "img1");
-  printf("loc %.i\n",v);
-  glUniform1i(v, tex1);
-  //glActiveTexture(GL_TEXTURE1);
-  glBindTexture(GL_TEXTURE_2D,tex1);
-  //glBindTexture(GL_TEXTURE_2D,textures[1]);
-  //glBindTexture(GL_TEXTURE_2D,1);
-  pixels = stbi_load(argv[2], &width, &height, &comp, STBI_rgb_alpha);
-  printf("%i\n",tex1);
-  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-  stbi_image_free(pixels);
-  //glBindTexture(GL_TEXTURE_2D,0);
-*/
 
   uniform2f("resolution", width,height);
   pthread_t tid;
@@ -235,14 +195,6 @@ int main(int argc, char **argv) {
       HASH_DEL(parameters, p);
       free(p);
     }
-    /*
-    struct texture *t, *tmp2;
-    HASH_ITER(hh, textures, t, tmp2) {
-      int v = glGetUniformLocation(shader, t->name);
-      printf("loc %.i\n",v);
-      glUniform1i(v, t->id);
-    }
-    */
 
     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
     glfwSwapBuffers(window);