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author | wm4 <wm4@nowhere> | 2015-01-29 12:59:50 +0100 |
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committer | wm4 <wm4@nowhere> | 2015-01-29 15:15:14 +0100 |
commit | bf8abc0ca947151949d259ce9bc8b45829647f23 (patch) | |
tree | ee19d2656fd8838690ce971bb6c264a17c0106e6 | |
parent | cd41d1c7eb7720a234a02fb1f11b7354873661b3 (diff) | |
download | mpv-bf8abc0ca947151949d259ce9bc8b45829647f23.tar.bz2 mpv-bf8abc0ca947151949d259ce9bc8b45829647f23.tar.xz |
vo_opengl: fix shader issue with Intel drivers
Windows Intel drivers seem to reject some (AFAIK) valid GLSL. Make them
happy.
<rossy> GL_RENDERER='Intel(R) HD Graphics 4400'
<rossy> GL_VERSION='3.0.0 - Build 10.18.14.4080'
<rossy> GL_SHADING_LANGUAGE_VERSION='1.30 - Build 10.18.14.4080'
-rw-r--r-- | video/out/gl_video_shaders.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl index 9a24c5bb4e..3bc72ddea7 100644 --- a/video/out/gl_video_shaders.glsl +++ b/video/out/gl_video_shaders.glsl @@ -305,7 +305,7 @@ float[6] weights6(sampler2D lookup, float f) { w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \ c = texture(tex, base + pt * vec2(X, Y)); \ wsum += w; \ - res += w * c; \ + res += vec4(w) * c; \ #define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \ SAMPLE_POLAR_HELPER(LUT, R, X, Y) \ @@ -324,7 +324,7 @@ float[6] weights6(sampler2D lookup, float f) { float w; \ vec4 c; \ WEIGHTS_FN(LUT); \ - res /= wsum; \ + res = res / vec4(wsum); \ return mix(res, clamp(res, lo, hi), ANTIRING); \ } |