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authorbobo1on1 <bobo1on1@svn>2010-06-30 23:23:36 +0000
committerbobo1on1 <bobo1on1@svn>2010-06-30 23:23:36 +0000
commit2cf43495e551378c950d370abed5dae98bbf816a (patch)
treebd95ef08177132d3e50d47904c1c5e2195a20cd5 /system
parent28dbad3d65261f43a782218b8ac301776825830f (diff)
make texture coordinates of videofiltershader match with yuvshader
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31535 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system')
-rw-r--r--system/shaders/convolution-4x4.glsl3
-rw-r--r--system/shaders/convolution-6x6.glsl3
-rw-r--r--system/shaders/stretch.glsl3
3 files changed, 6 insertions, 3 deletions
diff --git a/system/shaders/convolution-4x4.glsl b/system/shaders/convolution-4x4.glsl
index 0de050f107..8530a55bca 100644
--- a/system/shaders/convolution-4x4.glsl
+++ b/system/shaders/convolution-4x4.glsl
@@ -1,6 +1,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+varying vec2 cord;
#if (USE1DTEXTURE)
uniform sampler1D kernelTex;
@@ -62,7 +63,7 @@ half3 line (float ypos, vec4 xpos, half4 linetaps)
void main()
{
- vec2 pos = stretch(gl_TexCoord[0].xy) + stepxy * 0.5;
+ vec2 pos = stretch(cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
half4 linetaps = weight(1.0 - f.x);
diff --git a/system/shaders/convolution-6x6.glsl b/system/shaders/convolution-6x6.glsl
index 255a574686..f2b619dacd 100644
--- a/system/shaders/convolution-6x6.glsl
+++ b/system/shaders/convolution-6x6.glsl
@@ -1,6 +1,7 @@
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
+varying vec2 cord;
#if (USE1DTEXTURE)
uniform sampler1D kernelTex;
@@ -64,7 +65,7 @@ half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2
void main()
{
- vec2 pos = stretch(gl_TexCoord[0].xy) + stepxy * 0.5;
+ vec2 pos = stretch(cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
half3 linetaps1 = weight((1.0 - f.x) / 2.0);
diff --git a/system/shaders/stretch.glsl b/system/shaders/stretch.glsl
index ac7ddd9783..8e268837a9 100644
--- a/system/shaders/stretch.glsl
+++ b/system/shaders/stretch.glsl
@@ -1,5 +1,6 @@
uniform sampler2D img;
uniform float m_stretch;
+varying vec2 cord;
vec2 stretch(vec2 pos)
{
@@ -12,7 +13,7 @@ vec2 stretch(vec2 pos)
void main()
{
- gl_FragColor.rgb = texture2D(img, stretch(gl_TexCoord[0].xy)).rgb;
+ gl_FragColor.rgb = texture2D(img, stretch(cord)).rgb;
gl_FragColor.a = gl_Color.a;
}