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videolan
vlc-2-2
Commits
600e3d65
Commit
600e3d65
authored
Feb 08, 2013
by
Felix Paul Kühne
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opengl: save a few #if since those are valuable
parent
2aecbd24
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1
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1 changed file
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6 additions
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12 deletions
+6
-12
modules/video_output/opengl.c
modules/video_output/opengl.c
+6
-12
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modules/video_output/opengl.c
View file @
600e3d65
...
...
@@ -71,10 +71,12 @@
# define GLSL_VERSION "100"
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 1
# define PRECISION "precision highp float;"
#else
# define GLSL_VERSION "120"
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128
# define PRECISION ""
#endif
static
const
vlc_fourcc_t
gl_subpicture_chromas
[]
=
{
...
...
@@ -194,9 +196,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
/* Basic vertex shader */
const
char
*
vertexShader
=
"#version "
GLSL_VERSION
"
\n
"
#if USE_OPENGL_ES
"precision highp float;"
#endif
PRECISION
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;"
...
...
@@ -240,9 +240,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const
char
*
template_glsl_yuv
=
"#version "
GLSL_VERSION
"
\n
"
#if USE_OPENGL_ES
"precision highp float;"
#endif
PRECISION
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
...
...
@@ -293,9 +291,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGB
const
char
*
code
=
"#version "
GLSL_VERSION
"
\n
"
#if USE_OPENGL_ES
"precision highp float;"
#endif
PRECISION
"uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
...
...
@@ -313,9 +309,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGBA
const
char
*
code
=
"#version "
GLSL_VERSION
"
\n
"
#if USE_OPENGL_ES
"precision highp float;"
#endif
PRECISION
"uniform sampler2D Texture;"
"uniform vec4 FillColor;"
"varying vec4 TexCoord0;"
...
...
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