libobs: Fix Area scale filter for GLSL
Remove const qualifiers because they are syntax errors for GLSL when used like in C.master
parent
3a288e95f4
commit
746820e35a
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@ -28,30 +28,30 @@ float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
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{
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float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0);
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const float2 uv = vert_in.uv;
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const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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const float2 uvhalfdelta = 0.5 * uvdelta;
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const float2 uvmin = uv - uvhalfdelta;
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const float2 uvmax = uv + uvhalfdelta;
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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const int2 loadindexmin = int2(uvmin / base_dimension_i);
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const int2 loadindexmax = int2(uvmax / base_dimension_i);
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int2 loadindexmin = int2(uvmin / base_dimension_i);
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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const float2 targetpos = uv / uvdelta;
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const float2 targetposleft = targetpos - 0.5;
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const float2 targetposright = targetpos + 0.5;
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float2 targetpos = uv / uvdelta;
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float2 targetposleft = targetpos - 0.5;
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float2 targetposright = targetpos + 0.5;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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const float2 loadindex = float2(loadindexx, loadindexy);
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const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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const float2 targetmin = max(potentialtargetmin, targetposleft);
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const float2 targetmax = min(potentialtargetmax, targetposright);
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const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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const float4 sample = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0);
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float2 loadindex = float2(loadindexx, loadindexy);
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float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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float2 targetmin = max(potentialtargetmin, targetposleft);
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float2 targetmax = min(potentialtargetmax, targetposright);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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float4 sample = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0);
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totalcolor += area * float4(sample.rgb * sample.a, sample.a);
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}
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}
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@ -69,30 +69,30 @@ float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET
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{
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float3 totalcolor = float3(0.0, 0.0, 0.0);
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const float2 uv = vert_in.uv;
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const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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const float2 uvhalfdelta = 0.5 * uvdelta;
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const float2 uvmin = uv - uvhalfdelta;
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const float2 uvmax = uv + uvhalfdelta;
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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const int2 loadindexmin = int2(uvmin / base_dimension_i);
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const int2 loadindexmax = int2(uvmax / base_dimension_i);
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int2 loadindexmin = int2(uvmin / base_dimension_i);
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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const float2 targetpos = uv / uvdelta;
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const float2 targetposleft = targetpos - 0.5;
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const float2 targetposright = targetpos + 0.5;
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float2 targetpos = uv / uvdelta;
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float2 targetposleft = targetpos - 0.5;
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float2 targetposright = targetpos + 0.5;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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const float2 loadindex = float2(loadindexx, loadindexy);
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const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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const float2 targetmin = max(potentialtargetmin, targetposleft);
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const float2 targetmax = min(potentialtargetmax, targetposright);
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const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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const float3 yuv = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0).xyz;
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float2 loadindex = float2(loadindexx, loadindexy);
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float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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float2 targetmin = max(potentialtargetmin, targetposleft);
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float2 targetmax = min(potentialtargetmax, targetposright);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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float3 yuv = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0).xyz;
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totalcolor += area * ConvertFromYuv(yuv);
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}
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}
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