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-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