"uniform int type = 0;\n"
"uniform vec4 outline_content_colour;\n"
"uniform vec4 crop_guess_colour;\n"
-"uniform mat4 colour_conversion;\n"
+"uniform mat4 xyz_rec709_colour_conversion;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
" FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n"
" FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n"
" FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n"
-" FragColor = colour_conversion * FragColor;\n"
+" FragColor = xyz_rec709_colour_conversion * FragColor;\n"
" FragColor.x = pow(FragColor.x, OUT_GAMMA);\n"
" FragColor.y = pow(FragColor.y, OUT_GAMMA);\n"
" FragColor.z = pow(FragColor.z, OUT_GAMMA);\n"
0.0f, 0.0f, 0.0f, 1.0f
};
- auto colour_conversion = glGetUniformLocation (program, "colour_conversion");
+ auto xyz_rec709_colour_conversion = glGetUniformLocation(program, "xyz_rec709_colour_conversion");
check_gl_error ("glGetUniformLocation");
- glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix);
+ glUniformMatrix4fv(xyz_rec709_colour_conversion, 1, GL_TRUE, gl_matrix);
glLineWidth (1.0f);
check_gl_error ("glLineWidth");