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author | Bin Jin <bjin1990@gmail.com> | 2014-08-29 20:33:32 +0200 |
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committer | wm4 <wm4@nowhere> | 2014-08-29 20:56:03 +0200 |
commit | 225f2e67b718bab842f4c4553c5ca9f8a6cebb47 (patch) | |
tree | a0e2fa44d70ca00ca3af2339c84ce603dde40e7f /video/out/gl_video_shaders.glsl | |
parent | a8299cec2974836d5ea615cc2d12284ac2aca5c4 (diff) | |
download | mpv-225f2e67b718bab842f4c4553c5ca9f8a6cebb47.tar.bz2 mpv-225f2e67b718bab842f4c4553c5ca9f8a6cebb47.tar.xz |
vo_opengl: remove macro operator from shader
Removes '##' operator from OpenGL shader code.
Diffstat (limited to 'video/out/gl_video_shaders.glsl')
-rw-r--r-- | video/out/gl_video_shaders.glsl | 18 |
1 files changed, 2 insertions, 16 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl index 6e135f0d11..7b6a1f07fa 100644 --- a/video/out/gl_video_shaders.glsl +++ b/video/out/gl_video_shaders.glsl @@ -172,6 +172,8 @@ vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param return texture(tex, texcoord); } +#define SAMPLE_BILINEAR(p0, p1, p2) sample_bilinear(p0, p1, p2, 0) + // Explanation how bicubic scaling with only 4 texel fetches is done: // http://www.mate.tue.nl/mate/pdfs/10318.pdf // 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines' @@ -352,22 +354,6 @@ vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param return p + t * param1; } -#define CONCAT(a, b) a ## b - -#define SAMPLE_FILTER_LC(NAME) \ - vec4 CONCAT(NAME, _l)(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \ - return NAME(tex, texsize, texcoord, filter_param1_l); \ - } \ - \ - vec4 CONCAT(NAME, _c)(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \ - return NAME(tex, texsize, texcoord, filter_param1_c); \ - } - -SAMPLE_FILTER_LC(sample_bilinear) -SAMPLE_FILTER_LC(sample_bicubic_fast) -SAMPLE_FILTER_LC(sample_sharpen3) -SAMPLE_FILTER_LC(sample_sharpen5) - void main() { vec2 chr_texcoord = texcoord; #ifdef USE_RECTANGLE |