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authorRainer Hochecker <fernetmenta@online.de>2017-12-27 11:30:00 +0100
committerRainer Hochecker <fernetmenta@online.de>2017-12-29 15:56:38 +0100
commitc141bb14d959414aaf72c58d617df2a0978a9d90 (patch)
tree90aaf9f8a94f2920e29a8ebc94a45b63c267c382 /system/shaders/GL/1.2
parentf0b888922aaf9c007c1db8bc02f884b58959048e (diff)
VideoPlayer: drop unneeded define USE1DTEXTURE
Diffstat (limited to 'system/shaders/GL/1.2')
-rw-r--r--system/shaders/GL/1.2/gl_convolution-4x4.glsl19
-rw-r--r--system/shaders/GL/1.2/gl_convolution-6x6.glsl19
2 files changed, 6 insertions, 32 deletions
diff --git a/system/shaders/GL/1.2/gl_convolution-4x4.glsl b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
index ee3610915e..0f580fea41 100644
--- a/system/shaders/GL/1.2/gl_convolution-4x4.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
@@ -23,12 +23,7 @@ uniform vec2 stepxy;
uniform float m_stretch;
uniform float m_alpha;
varying vec2 m_cord;
-
-#if (USE1DTEXTURE)
- uniform sampler1D kernelTex;
-#else
- uniform sampler2D kernelTex;
-#endif
+uniform sampler1D kernelTex;
//nvidia's half is a 16 bit float and can bring some speed improvements
//without affecting quality
@@ -41,17 +36,9 @@ varying vec2 m_cord;
half4 weight(float pos)
{
#if (HAS_FLOAT_TEXTURE)
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos);
- #else
- return texture2D(kernelTex, vec2(pos, 0.5));
- #endif
+ return texture1D(kernelTex, pos);
#else
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos) * 2.0 - 1.0;
- #else
- return texture2D(kernelTex, vec2(pos, 0.5)) * 2.0 - 1.0;
- #endif
+ return texture1D(kernelTex, pos) * 2.0 - 1.0;
#endif
}
diff --git a/system/shaders/GL/1.2/gl_convolution-6x6.glsl b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
index 30fb2817b0..057d6dfed8 100644
--- a/system/shaders/GL/1.2/gl_convolution-6x6.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
@@ -23,12 +23,7 @@ uniform vec2 stepxy;
uniform float m_stretch;
uniform float m_alpha;
varying vec2 m_cord;
-
-#if (USE1DTEXTURE)
- uniform sampler1D kernelTex;
-#else
- uniform sampler2D kernelTex;
-#endif
+uniform sampler1D kernelTex;
//nvidia's half is a 16 bit float and can bring some speed improvements
//without affecting quality
@@ -41,17 +36,9 @@ varying vec2 m_cord;
half3 weight(float pos)
{
#if (HAS_FLOAT_TEXTURE)
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos).rgb;
- #else
- return texture2D(kernelTex, vec2(pos, 0.5)).rgb;
- #endif
+ return texture1D(kernelTex, pos).rgb;
#else
- #if (USE1DTEXTURE)
- return texture1D(kernelTex, pos).rgb * 2.0 - 1.0;
- #else
- return texture2D(kernelTex, vec2(pos, 0.5)).rgb * 2.0 - 1.0;
- #endif
+ return texture1D(kernelTex, pos).rgb * 2.0 - 1.0;
#endif
}