Rename parameters to avoid GLSL keyword conflicts

Refer to https://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
for a list of current (reserved) keywords.

In the future the shader compiler in libobs-opengl should probably take
care of avoiding those name conflicts (bonus points for transparently
remapping the names of effect parameters)
This commit is contained in:
Palana
2015-01-08 01:41:37 +01:00
parent 428a7def16
commit 1a53c8ca66
2 changed files with 26 additions and 26 deletions

View File

@@ -22,11 +22,11 @@ struct VertData {
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData input)
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(input.pos.xyz, 1.0), ViewProj);
vert_out.uv = input.uv;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
@@ -77,10 +77,10 @@ float4 get_line(float ypos, float4 xpos, float4 linetaps)
pixel(xpos.a, ypos) * linetaps.a;
}
float4 DrawBicubic(VertData input)
float4 DrawBicubic(VertData v_in)
{
float2 stepxy = base_dimension_i;
float2 pos = input.uv + stepxy * 0.5;
float2 pos = v_in.uv + stepxy * 0.5;
float2 f = frac(pos / stepxy);
float4 rowtaps = weight4(1.0 - f.x);
@@ -106,14 +106,14 @@ float4 DrawBicubic(VertData input)
get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps) * coltaps.a;
}
float4 PSDrawBicubicRGBA(VertData input) : TARGET
float4 PSDrawBicubicRGBA(VertData v_in) : TARGET
{
return DrawBicubic(input);
return DrawBicubic(v_in);
}
float4 PSDrawBicubicMatrix(VertData input) : TARGET
float4 PSDrawBicubicMatrix(VertData v_in) : TARGET
{
float4 rgba = DrawBicubic(input);
float4 rgba = DrawBicubic(v_in);
float4 yuv;
yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
@@ -124,8 +124,8 @@ technique Draw
{
pass
{
vertex_shader = VSDefault(input);
pixel_shader = PSDrawBicubicRGBA(input);
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(v_in);
}
}
@@ -133,7 +133,7 @@ technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(input);
pixel_shader = PSDrawBicubicMatrix(input);
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicMatrix(v_in);
}
}

View File

@@ -23,11 +23,11 @@ struct VertData {
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData input)
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(input.pos.xyz, 1.0), ViewProj);
vert_out.uv = input.uv;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
@@ -73,10 +73,10 @@ float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1,
pixel(xpos2.b, ypos) * rowtap2.b;
}
float4 DrawLanczos(VertData input)
float4 DrawLanczos(VertData v_in)
{
float2 stepxy = base_dimension_i;
float2 pos = input.uv + stepxy * 0.5;
float2 pos = v_in.uv + stepxy * 0.5;
float2 f = frac(pos / stepxy);
float3 rowtap1 = weight3((1.0 - f.x) / 2.0);
@@ -106,14 +106,14 @@ float4 DrawLanczos(VertData input)
get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b;
}
float4 PSDrawLanczosRGBA(VertData input) : TARGET
float4 PSDrawLanczosRGBA(VertData v_in) : TARGET
{
return DrawLanczos(input);
return DrawLanczos(v_in);
}
float4 PSDrawLanczosMatrix(VertData input) : TARGET
float4 PSDrawLanczosMatrix(VertData v_in) : TARGET
{
float4 rgba = DrawLanczos(input);
float4 rgba = DrawLanczos(v_in);
float4 yuv;
yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
@@ -124,8 +124,8 @@ technique Draw
{
pass
{
vertex_shader = VSDefault(input);
pixel_shader = PSDrawLanczosRGBA(input);
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLanczosRGBA(v_in);
}
}
@@ -133,7 +133,7 @@ technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(input);
pixel_shader = PSDrawLanczosMatrix(input);
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLanczosMatrix(v_in);
}
}