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vo_opengl: don't use normalized coords for debanding rectangle textures

Fixes #2831.
This commit is contained in:
wm4 2016-02-18 10:42:26 +01:00
parent d6af58c699
commit 57c31f4130

View File

@ -366,7 +366,8 @@ void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
GLSLH(float dist = rand(h) * range; h = permute(h);)
GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
GLSLHF("vec2 pt = dist / vec2(%f, %f);\n", img_w, img_h);
bool r = tex_target == GL_TEXTURE_RECTANGLE;
GLSLHF("vec2 pt = dist / vec2(%f, %f);\n", r ? 1 : img_w, r ? 1 : img_h);
GLSLH(vec2 o = vec2(cos(dir), sin(dir));)
// Sample at quarter-turn intervals around the source pixel