diff options
author | bobo1on1 <bobo1on1@svn> | 2010-03-22 17:59:20 +0000 |
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committer | bobo1on1 <bobo1on1@svn> | 2010-03-22 17:59:20 +0000 |
commit | ecd230d18dc89dd1505e234a51ed7f09bbecfece (patch) | |
tree | ac0af29c44fab4634c98939d2a6b51b53db1d2e0 /system/shaders | |
parent | dbdf840fe5ff1d80a89e2a23ed4d35b36e05b7a8 (diff) |
fixed: textureOffset requires glsl #version 130
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28750 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders')
-rw-r--r-- | system/shaders/convolution-4x4.glsl | 23 | ||||
-rw-r--r-- | system/shaders/convolution-6x6.glsl | 29 |
2 files changed, 23 insertions, 29 deletions
diff --git a/system/shaders/convolution-4x4.glsl b/system/shaders/convolution-4x4.glsl index 1b6358b0df..70813f45cb 100644 --- a/system/shaders/convolution-4x4.glsl +++ b/system/shaders/convolution-4x4.glsl @@ -1,23 +1,20 @@ +#version 130 + uniform sampler2D img; uniform sampler1D kernelTex; uniform vec2 stepxy; uniform float m_stretch; - -//nvidia's half is a 16 bit float and can bring some speed improvements -//without affecting quality -#ifndef __GLSL_CG_DATA_TYPES - #define half float - #define half3 vec3 - #define half4 vec4 -#endif +out vec4 gl_FragColor; +in vec4 gl_TexCoord[]; +in vec4 gl_Color; #if (HAS_FLOAT_TEXTURE) -half4 weight(float pos) +vec4 weight(float pos) { return texture(kernelTex, pos); } #else -half4 weight(float pos) +vec4 weight(float pos) { return texture(kernelTex, pos) * 2.0 - 1.0; } @@ -36,7 +33,7 @@ vec2 stretch(vec2 pos) #endif } -half3 line (vec2 pos, const int yoffset, half4 linetaps) +vec3 line (vec2 pos, const int yoffset, vec4 linetaps) { return textureOffset(img, pos, ivec2(-1, yoffset)).rgb * linetaps.r + @@ -50,8 +47,8 @@ void main() vec2 pos = stretch(gl_TexCoord[0].xy); vec2 f = fract(pos / stepxy); - half4 linetaps = weight(1.0 - f.x); - half4 columntaps = weight(1.0 - f.y); + vec4 linetaps = weight(1.0 - f.x); + vec4 columntaps = weight(1.0 - f.y); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; diff --git a/system/shaders/convolution-6x6.glsl b/system/shaders/convolution-6x6.glsl index ef9e8bc479..7741a8c57f 100644 --- a/system/shaders/convolution-6x6.glsl +++ b/system/shaders/convolution-6x6.glsl @@ -1,23 +1,20 @@ +#version 130 + uniform sampler2D img; uniform sampler1D kernelTex; uniform vec2 stepxy; uniform float m_stretch; - -//nvidia's half is a 16 bit float and can bring some speed improvements -//without affecting quality -#ifndef __GLSL_CG_DATA_TYPES - #define half float - #define half3 vec3 - #define half4 vec4 -#endif +out vec4 gl_FragColor; +in vec4 gl_TexCoord[]; +in vec4 gl_Color; #if (HAS_FLOAT_TEXTURE) -half3 weight(float pos) +vec3 weight(float pos) { return texture(kernelTex, pos).rgb; } #else -half3 weight(float pos) +vec3 weight(float pos) { return texture(kernelTex, pos).rgb * 2.0 - 1.0; } @@ -36,7 +33,7 @@ vec2 stretch(vec2 pos) #endif } -half3 line (vec2 pos, const int yoffset, half3 linetaps1, half3 linetaps2) +vec3 line (vec2 pos, const int yoffset, vec3 linetaps1, vec3 linetaps2) { return textureOffset(img, pos, ivec2(-2, yoffset)).rgb * linetaps1.r + @@ -52,13 +49,13 @@ void main() vec2 pos = stretch(gl_TexCoord[0].xy); vec2 f = fract(pos / stepxy); - half3 linetaps1 = weight((1.0 - f.x) / 2.0); - half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); - half3 columntaps1 = weight((1.0 - f.y) / 2.0); - half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); + vec3 linetaps1 = weight((1.0 - f.x) / 2.0); + vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); + vec3 columntaps1 = weight((1.0 - f.y) / 2.0); + vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur - half sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; + float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; linetaps1 /= sum; linetaps2 /= sum; sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b; |