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https://github.com/mpv-player/mpv
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vo_opengl: minor coding style adjustment
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@ -991,10 +991,11 @@ void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
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ADD_BSTR(frag, *frag_vaos);
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ADD_BSTR(frag, *frag_vaos);
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for (int n = 0; n < sc->num_uniforms; n++) {
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for (int n = 0; n < sc->num_uniforms; n++) {
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struct sc_uniform *u = &sc->uniforms[n];
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struct sc_uniform *u = &sc->uniforms[n];
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if (u->type == UT_buffer)
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if (u->type == UT_buffer) {
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ADD(frag, "uniform %s { %s };\n", u->name, u->v.buffer.text);
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ADD(frag, "uniform %s { %s };\n", u->name, u->v.buffer.text);
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else
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} else {
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ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
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ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
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}
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}
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}
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// Additional helpers.
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// Additional helpers.
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@ -1040,7 +1041,7 @@ void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
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entry->gl_shader = create_program(sc, vert->start, frag->start);
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entry->gl_shader = create_program(sc, vert->start, frag->start);
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for (int n = 0; n < sc->num_uniforms; n++) {
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for (int n = 0; n < sc->num_uniforms; n++) {
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entry->uniform_locs[n] = gl->GetUniformLocation(entry->gl_shader,
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entry->uniform_locs[n] = gl->GetUniformLocation(entry->gl_shader,
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sc->uniforms[n].name);
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sc->uniforms[n].name);
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}
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}
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}
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}
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