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-rw-r--r--video/out/gl_video_shaders.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl
index d3cbbb7c41..84c87173c3 100644
--- a/video/out/gl_video_shaders.glsl
+++ b/video/out/gl_video_shaders.glsl
@@ -201,7 +201,7 @@ 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, 0.0)
+#define SAMPLE_TRIVIAL(tex, texsize, texcoord) texture(tex, texcoord)
// Explanation how bicubic scaling with only 4 texel fetches is done:
// http://www.mate.tue.nl/mate/pdfs/10318.pdf