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Diffstat (limited to 'video/out/opengl/video_shaders.c')
-rw-r--r--video/out/opengl/video_shaders.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c
index 917d1939c5..162a66efe2 100644
--- a/video/out/opengl/video_shaders.c
+++ b/video/out/opengl/video_shaders.c
@@ -57,7 +57,7 @@ static void pass_sample_separated_get_weights(struct gl_shader_cache *sc,
} else {
GLSLF("float weights[%d];\n", N);
for (int n = 0; n < N / 4; n++) {
- GLSLF("c = texture(lut, vec2(1.0 / %d + %d / float(%d), fcoord));\n",
+ GLSLF("c = texture(lut, vec2(1.0 / %d.0 + %d.0 / %d.0, fcoord));\n",
N / 2, n, N / 4);
GLSLF("weights[%d] = c.r;\n", n * 4 + 0);
GLSLF("weights[%d] = c.g;\n", n * 4 + 1);
@@ -79,10 +79,10 @@ void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler
GLSL(vec4 color = vec4(0.0);)
GLSLF("{\n");
if (!planar) {
- GLSLF("vec2 dir = vec2(%d, %d);\n", d_x, d_y);
+ GLSLF("vec2 dir = vec2(%d.0, %d.0);\n", d_x, d_y);
GLSL(pt *= dir;)
GLSL(float fcoord = dot(fract(pos * size - vec2(0.5)), dir);)
- GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d);\n", N / 2 - 1);
+ GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d.0);\n", N / 2 - 1);
}
GLSL(vec4 c;)
if (use_ar) {
@@ -95,7 +95,7 @@ void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler
if (planar) {
GLSLF("c = texture(texture%d, texcoord%d);\n", n, n);
} else {
- GLSLF("c = texture(tex, base + pt * vec2(%d));\n", n);
+ GLSLF("c = texture(tex, base + pt * vec2(%d.0));\n", n);
}
GLSLF("color += vec4(weights[%d]) * c;\n", n);
if (use_ar && (n == N/2-1 || n == N/2)) {
@@ -137,13 +137,13 @@ void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler)
// Skip samples definitely outside the radius
if (dmax >= radius)
continue;
- GLSLF("d = length(vec2(%d, %d) - fcoord)/%f;\n", x, y, radius);
+ GLSLF("d = length(vec2(%d.0, %d.0) - fcoord)/%f;\n", x, y, radius);
// Check for samples that might be skippable
if (dmax >= radius - 1)
GLSLF("if (d < 1.0) {\n");
GLSL(w = texture1D(lut, d).r;)
GLSL(wsum += w;)
- GLSLF("c = texture(tex, base + pt * vec2(%d, %d));\n", x, y);
+ GLSLF("c = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y);
GLSL(color += vec4(w) * c;)
if (use_ar && x >= 0 && y >= 0 && x <= 1 && y <= 1) {
GLSL(lo = min(lo, c);)