mirror of https://github.com/mpv-player/mpv
vo_opengl: don't mix floats and integers in dither shader
Some GLSL dialects (GLSL ES 3.00) do not have such implicit conversions. They have to be made floats for the sake of the shader compiler.
This commit is contained in:
parent
76e4374d06
commit
f9a2fc592f
|
@ -1771,7 +1771,7 @@ static void pass_dither(struct gl_video *p)
|
|||
|
||||
gl_sc_uniform_sampler(p->sc, "dither", GL_TEXTURE_2D, TEXUNIT_DITHER);
|
||||
|
||||
GLSLF("vec2 dither_pos = gl_FragCoord.xy / %d;\n", p->dither_size);
|
||||
GLSLF("vec2 dither_pos = gl_FragCoord.xy / %d.0;\n", p->dither_size);
|
||||
|
||||
if (p->opts.temporal_dither) {
|
||||
int phase = (p->frames_rendered / p->opts.temporal_dither_period) % 8u;
|
||||
|
@ -1786,8 +1786,8 @@ static void pass_dither(struct gl_video *p)
|
|||
}
|
||||
|
||||
GLSL(float dither_value = texture(dither, dither_pos).r;)
|
||||
GLSLF("color = floor(color * %d + dither_value + 0.5 / (%d * %d)) / %d;\n",
|
||||
dither_quantization, p->dither_size, p->dither_size,
|
||||
GLSLF("color = floor(color * %d.0 + dither_value + 0.5 / %d.0) / %d.0;\n",
|
||||
dither_quantization, p->dither_size * p->dither_size,
|
||||
dither_quantization);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue