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-rw-r--r--video/out/opengl/video_shaders.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c
index e517977b00..16ea2784cf 100644
--- a/video/out/opengl/video_shaders.c
+++ b/video/out/opengl/video_shaders.c
@@ -378,8 +378,8 @@ const struct m_sub_options deband_conf = {
// Stochastically sample a debanded result from a given texture
void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
- int tex_num, float tex_mul, float img_w, float img_h,
- AVLFG *lfg)
+ int tex_num, GLenum tex_target, float tex_mul,
+ float img_w, float img_h, AVLFG *lfg)
{
// Set up common variables and initialize the PRNG
GLSLF("// debanding (tex %d)\n", tex_num);
@@ -388,7 +388,8 @@ void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
// Helper: Compute a stochastic approximation of the avg color around a
// pixel
- GLSLH(vec4 average(sampler2D tex, vec2 pos, float range, inout float h) {)
+ GLSLHF("vec4 average(%s tex, vec2 pos, float range, inout float h) {",
+ mp_sampler_type(tex_target));
// Compute a random rangle and distance
GLSLH(float dist = rand(h) * range; h = permute(h);)
GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)