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Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
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@ -150,7 +150,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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"\n"
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" // Get the U and V values \n"
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" // Get the U and V values \n"
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" tcoord *= 0.5;\n"
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" tcoord *= UVCoordScale;\n"
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" yuv.y = texture2D(tex1, tcoord).r;\n"
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" yuv.y = texture2D(tex1, tcoord).r;\n"
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" yuv.z = texture2D(tex2, tcoord).r;\n"
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" yuv.z = texture2D(tex2, tcoord).r;\n"
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"\n"
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"\n"
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@ -201,7 +201,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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"\n"
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" // Get the U and V values \n"
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" // Get the U and V values \n"
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" tcoord *= 0.5;\n"
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" tcoord *= UVCoordScale;\n"
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" yuv.yz = texture2D(tex1, tcoord).ra;\n"
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" yuv.yz = texture2D(tex1, tcoord).ra;\n"
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"\n"
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"\n"
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" // Do the color transform \n"
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" // Do the color transform \n"
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@ -251,7 +251,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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"\n"
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" // Get the U and V values \n"
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" // Get the U and V values \n"
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" tcoord *= 0.5;\n"
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" tcoord *= UVCoordScale;\n"
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" yuv.yz = texture2D(tex1, tcoord).ar;\n"
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" yuv.yz = texture2D(tex1, tcoord).ar;\n"
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"\n"
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"\n"
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" // Do the color transform \n"
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" // Do the color transform \n"
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@ -318,7 +318,11 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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if (ctx->GL_ARB_texture_rectangle_supported) {
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if (ctx->GL_ARB_texture_rectangle_supported) {
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frag_defines =
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frag_defines =
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"#define sampler2D sampler2DRect\n"
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"#define sampler2D sampler2DRect\n"
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"#define texture2D texture2DRect\n";
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"#define texture2D texture2DRect\n"
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"#define UVCoordScale 0.5\n";
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} else {
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frag_defines =
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"#define UVCoordScale 1.0\n";
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}
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}
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/* Create one program object to rule them all */
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/* Create one program object to rule them all */
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