diff options
author | Rainer Hochecker <fernetmenta@online.de> | 2017-12-27 11:30:00 +0100 |
---|---|---|
committer | Rainer Hochecker <fernetmenta@online.de> | 2017-12-29 15:56:38 +0100 |
commit | c141bb14d959414aaf72c58d617df2a0978a9d90 (patch) | |
tree | 90aaf9f8a94f2920e29a8ebc94a45b63c267c382 /system/shaders/GL/1.2 | |
parent | f0b888922aaf9c007c1db8bc02f884b58959048e (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.glsl | 19 | ||||
-rw-r--r-- | system/shaders/GL/1.2/gl_convolution-6x6.glsl | 19 |
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 } |