Remove redundant constant from conversion shader
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@ -30,7 +30,6 @@ uniform float width_d2;
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uniform float height_d2;
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uniform float width_d2_i;
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uniform float height_d2_i;
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uniform float input_width;
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uniform float input_height;
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uniform texture2d image;
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@ -62,7 +61,7 @@ float4 PSPlanar420(VertInOut vert_in) : TARGET
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float v_mul = floor(vert_in.uv.y * input_height);
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#endif
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float byte_offset = floor((v_mul + vert_in.uv.x) * input_width) * 4.0;
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float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
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float2 sample_pos[4];
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@ -171,7 +171,6 @@ static void render_convert_texture(struct obs_core_video *video,
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set_eparam(effect, "height_d2", fheight * 0.5f);
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set_eparam(effect, "width_d2_i", 1.0f / (fwidth * 0.5f));
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set_eparam(effect, "height_d2_i", 1.0f / (fheight * 0.5f));
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set_eparam(effect, "input_width", fwidth);
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set_eparam(effect, "input_height", (float)video->conversion_height);
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effect_settexture(effect, image, texture);
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