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authorwm4 <wm4@nowhere>2015-11-21 20:42:46 +0100
committerwm4 <wm4@nowhere>2015-11-21 20:45:08 +0100
commit981747316337a058f93f9ff57b4e1f42afaa01dc (patch)
tree6cf26b43181a1a47b59cf3ac05503ddfa8a407a7 /video
parentc5a4fd9beef06186ba70473d1d87cf1bcfc21c70 (diff)
downloadmpv-981747316337a058f93f9ff57b4e1f42afaa01dc.tar.bz2
mpv-981747316337a058f93f9ff57b4e1f42afaa01dc.tar.xz
vo_opengl: fix superxbr on GLES
Well, not that anyone does or should care.
Diffstat (limited to 'video')
-rw-r--r--video/out/opengl/superxbr.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/video/out/opengl/superxbr.c b/video/out/opengl/superxbr.c
index c5b40fe36f..73fd662308 100644
--- a/video/out/opengl/superxbr.c
+++ b/video/out/opengl/superxbr.c
@@ -148,14 +148,14 @@ void pass_superxbr(struct gl_shader_cache *sc, int planes, int tex_num,
// Optimization: Discard (skip drawing) unused pixels, except those
// at the edge.
GLSLH(vec2 dist = tex_size * min(pos, vec2(1.0) - pos);)
- GLSLH(if (dir.x * dir.y < 0 && dist.x > 1 && dist.y > 1)
+ GLSLH(if (dir.x * dir.y < 0.0 && dist.x > 1.0 && dist.y > 1.0)
return 0.0;)
- GLSLH(if (dir.x < 0 || dir.y < 0 || dist.x < 1 || dist.y < 1)
+ GLSLH(if (dir.x < 0.0 || dir.y < 0.0 || dist.x < 1.0 || dist.y < 1.0)
return texture(tex, pos - dir / tex_size)[plane] * tex_mul;)
} else {
- GLSLH(vec2 dir = fract(pos * tex_size / 2) - 0.5;)
- GLSLH(if (dir.x * dir.y > 0)
+ GLSLH(vec2 dir = fract(pos * tex_size / 2.0) - 0.5;)
+ GLSLH(if (dir.x * dir.y > 0.0)
return texture(tex, pos)[plane] * tex_mul;)
}
@@ -212,14 +212,14 @@ void pass_superxbr(struct gl_shader_cache *sc, int planes, int tex_num,
/* Smoothly blends the two strongest directions(one in diagonal and the
* other in vert/horiz direction). */
GLSLHF("float color = mix(mix(c1, c2, step(0.0, d_edge)),"
- "mix(c3, c4, step(0.0, hv_edge)), 1 - %f);\n",
+ "mix(c3, c4, step(0.0, hv_edge)), 1.0 - %f);\n",
conf->edge_strength);
/* Anti-ringing code. */
GLSLH(float min_sample = min(min(E, F), min(H, I));
float max_sample = max(max(E, F), max(H, I));
float aux = color;
color = clamp(color, min_sample, max_sample);)
- GLSLHF("color = mix(aux, color, 1-2.0*abs(%f-0.5));\n", conf->edge_strength);
+ GLSLHF("color = mix(aux, color, 1.0-2.0*abs(%f-0.5));\n", conf->edge_strength);
GLSLH(return color;)