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authorBin Jin <bjin1990@gmail.com>2014-08-29 20:33:32 +0200
committerwm4 <wm4@nowhere>2014-08-29 20:56:03 +0200
commit225f2e67b718bab842f4c4553c5ca9f8a6cebb47 (patch)
treea0e2fa44d70ca00ca3af2339c84ce603dde40e7f /video/out/gl_video_shaders.glsl
parenta8299cec2974836d5ea615cc2d12284ac2aca5c4 (diff)
downloadmpv-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.glsl18
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