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author | wm4 <wm4@nowhere> | 2014-10-29 23:14:46 +0100 |
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committer | wm4 <wm4@nowhere> | 2014-10-29 23:14:46 +0100 |
commit | aa6b7fa07baa0066efb774deed8cb826e6193deb (patch) | |
tree | 418df4cd8e0000ae06efc9d68c3778c356fccca1 /video/out/gl_video_shaders.glsl | |
parent | fb4d26e769b847881ee6fb2577816d68b622e2c1 (diff) | |
download | mpv-aa6b7fa07baa0066efb774deed8cb826e6193deb.tar.bz2 mpv-aa6b7fa07baa0066efb774deed8cb826e6193deb.tar.xz |
vo_opengl: draw OSD twice in 3D mode case
Apparently this is needed for correct 3D mode subtitles. In general,
it seems you need to duplicate the whole "GUI", so it's done for all
OSD elements.
This doesn't handle the "duplication" of the mouse pointer. Instead,
the mouse can be used for the top/left field only. Also, it's possible
that we should "compress" the OSD in the direction it's duplicated, but
I don't know about that.
Fixes #1124, at least partially.
Diffstat (limited to 'video/out/gl_video_shaders.glsl')
-rw-r--r-- | video/out/gl_video_shaders.glsl | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl index 7b6a1f07fa..11d2e94a61 100644 --- a/video/out/gl_video_shaders.glsl +++ b/video/out/gl_video_shaders.glsl @@ -71,6 +71,7 @@ vec3 bt2020_compand(vec3 v) #endif uniform mat3 transform; +uniform vec3 translation; uniform sampler3D lut_3d; uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020 @@ -81,7 +82,7 @@ in vec2 vertex_texcoord; out vec2 texcoord; void main() { - vec3 position = vec3(vertex_position, 1); + vec3 position = vec3(vertex_position, 1) + translation; #ifndef FIXED_SCALE position = transform * position; #endif |