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author | wm4 <wm4@nowhere> | 2015-01-18 16:28:41 +0100 |
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committer | wm4 <wm4@nowhere> | 2015-01-18 16:28:41 +0100 |
commit | 46a3974200574f3f17824d27ccd970158c361f6c (patch) | |
tree | 843c49bf049caa05a157299391a773175f28315f /video/out/gl_video_shaders.glsl | |
parent | 9eca8b49dbbdd8e4eb4212d6dbac2e144b410965 (diff) | |
download | mpv-46a3974200574f3f17824d27ccd970158c361f6c.tar.bz2 mpv-46a3974200574f3f17824d27ccd970158c361f6c.tar.xz |
vo_opengl: remove 1D texture usage
Broke operation with GLSL.
Since 1D texture usage was apparently (and mysteriously) good for speed,
it might be added back, but it's unknown how to do so in a clean way.
Diffstat (limited to 'video/out/gl_video_shaders.glsl')
-rw-r--r-- | video/out/gl_video_shaders.glsl | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl index 3fd3f9ab75..2f2986c9fa 100644 --- a/video/out/gl_video_shaders.glsl +++ b/video/out/gl_video_shaders.glsl @@ -165,8 +165,6 @@ uniform vec2 chroma_center_offset; uniform vec2 chroma_div; uniform sampler2D lut_c; uniform sampler2D lut_l; -uniform sampler1D lut_polar_c; -uniform sampler1D lut_polar_l; #if HAVE_3DTEX uniform sampler3D lut_3d; #endif @@ -307,7 +305,7 @@ float[6] weights6(sampler2D lookup, float f) { for (int y = 1-R; y <= R; y++) { \ for (int x = 1-R; x <= R; x++) { \ vec2 d = vec2(x,y) - fcoord; \ - float w = texture1D(LUT, sqrt(d.x*d.x + d.y*d.y)/R).r; \ + float w = texture(LUT, vec2(0.5, length(d) / R)).r; \ wsum += w; \ res += w * texture(tex, base + pt * vec2(x, y)); \ } \ |