+ glGenTextures(1, &fbtex);
+ glBindTexture(GL_TEXTURE_2D, fbtex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if(win_width) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, win_width, win_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ }
+
+ if(!(sdr_gamma = create_program_load("sdr/gamma.v.glsl", "sdr/gamma.p.glsl"))) {
+ fprintf(stderr, "Warning: failed to load the gamma correction shader\n");
+ }
+