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authorwm4 <wm4@nowhere>2016-02-24 10:23:50 +0100
committerwm4 <wm4@nowhere>2016-02-24 10:23:50 +0100
commitf0b15ad447927a794ee0785cd477348b10d875ae (patch)
tree4092c862a83b93e37106737357ddf1309ea71ac2
parent441b605de2738a0cc472a439a87a436ba1a86be2 (diff)
downloadmpv-f0b15ad447927a794ee0785cd477348b10d875ae.tar.bz2
mpv-f0b15ad447927a794ee0785cd477348b10d875ae.tar.xz
vo_opengl, vo_rpi: unbreak a few things
Commit 2f562825 didn't remove the "color" declaration for these. Since the shader header already declares it, shader compilation broke.
-rw-r--r--video/out/opengl/nnedi3.c2
-rw-r--r--video/out/opengl/superxbr.c2
-rw-r--r--video/out/vo_rpi.c4
3 files changed, 4 insertions, 4 deletions
diff --git a/video/out/opengl/nnedi3.c b/video/out/opengl/nnedi3.c
index 47c115652f..ade373d717 100644
--- a/video/out/opengl/nnedi3.c
+++ b/video/out/opengl/nnedi3.c
@@ -226,7 +226,7 @@ void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
GLSLHF("}\n"); // nnedi3
- GLSL(vec4 color = vec4(1.0);)
+ GLSL(color = vec4(1.0);)
for (int i = 0; i < planes; i++) {
GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, %d, %f);\n",
diff --git a/video/out/opengl/superxbr.c b/video/out/opengl/superxbr.c
index 5ce80c5e4c..0d0394342f 100644
--- a/video/out/opengl/superxbr.c
+++ b/video/out/opengl/superxbr.c
@@ -220,7 +220,7 @@ void pass_superxbr(struct gl_shader_cache *sc, int planes, int tex_num,
GLSLHF("}"); // superxbr()
- GLSL(vec4 color = vec4(1.0);)
+ GLSL(color = vec4(1.0);)
for (int i = 0; i < planes; i++) {
GLSLF("color[%d] = superxbr(texture%d, texcoord%d, texture_size%d, %d, %f);\n",
diff --git a/video/out/vo_rpi.c b/video/out/vo_rpi.c
index a3f104a13f..9d782fc9c5 100644
--- a/video/out/vo_rpi.c
+++ b/video/out/vo_rpi.c
@@ -144,12 +144,12 @@ static void update_osd(struct vo *vo)
switch (fmt) {
case SUBBITMAP_RGBA: {
GLSLF("// OSD (RGBA)\n");
- GLSL(vec4 color = texture(osdtex, texcoord).bgra;)
+ GLSL(color = texture(osdtex, texcoord).bgra;)
break;
}
case SUBBITMAP_LIBASS: {
GLSLF("// OSD (libass)\n");
- GLSL(vec4 color =
+ GLSL(color =
vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
break;
}