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author Vas Crabb <vas@vastheman.com>2018-01-28 14:25:52 +1100
committer Vas Crabb <vas@vastheman.com>2018-01-28 14:25:52 +1100
commit4e8bb7c7e5c84ee384fd2c3b68896ca74cff9884 (patch)
tree5a185ef6a4070f53ad73122f280ca872f7580719 /src/osd/modules/opengl
parent46af74afdfc4735a47db4ccea6263932e118b198 (diff)
srcclean and regenerate localisations (nw)
Diffstat (limited to 'src/osd/modules/opengl')
-rw-r--r--src/osd/modules/opengl/gl_shader_mgr.cpp2
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c50
2 files changed, 26 insertions, 26 deletions
diff --git a/src/osd/modules/opengl/gl_shader_mgr.cpp b/src/osd/modules/opengl/gl_shader_mgr.cpp
index 26eb0d35ee0..de36240ab3e 100644
--- a/src/osd/modules/opengl/gl_shader_mgr.cpp
+++ b/src/osd/modules/opengl/gl_shader_mgr.cpp
@@ -24,7 +24,7 @@ static const char * glsl_mamebm_fsh_files [GLSL_SHADER_FEAT_INT_NUMBER] =
{
"/tmp/glsl_plain_rgb32_dir.fsh", // rgb32 dir plain
"/tmp/glsl_bilinear_rgb32_dir.fsh", // rgb32 dir bilinear
- "/tmp/glsl_bicubic_rgb32_dir.fsh", // rgb32 dir bicubic
+ "/tmp/glsl_bicubic_rgb32_dir.fsh", // rgb32 dir bicubic
};
#else // GLSL_SOURCE_ON_DISK
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
index 21d254e3128..dc610764098 100644
--- a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
@@ -14,43 +14,43 @@ const char glsl_bilinear_rgb32_dir_fsh_src[] =
"\n"
"void main()\n"
"{\n"
-" // mix(x,y,a): x*(1-a) + y*a\n"
-" //\n"
-" // bilinear filtering includes 2 mix:\n"
-" //\n"
-" // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio\n"
-" // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio\n"
-" // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio\n"
-" //\n"
-" // so we can use the build in mix function for these 2 computations ;-)\n"
-" //\n"
-" vec2 pixel = gl_TexCoord[0].st * color_texture_pow2_sz - 0.5;\n"
+" // mix(x,y,a): x*(1-a) + y*a\n"
+" //\n"
+" // bilinear filtering includes 2 mix:\n"
+" //\n"
+" // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio\n"
+" // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio\n"
+" // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio\n"
+" //\n"
+" // so we can use the build in mix function for these 2 computations ;-)\n"
+" //\n"
+" vec2 pixel = gl_TexCoord[0].st * color_texture_pow2_sz - 0.5;\n"
" vec2 uv_ratio = fract(pixel);\n"
" vec2 one = 1.0 / color_texture_pow2_sz;\n"
" vec2 xy = (floor(pixel) + 0.5) * one;\n"
" \n"
"#if 1\n"
-" vec4 col, col2;\n"
+" vec4 col, col2;\n"
"\n"
-" col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n"
-" col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);\n"
-" col = mix ( col, col2, uv_ratio.y );\n"
+" col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n"
+" col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);\n"
+" col = mix ( col, col2, uv_ratio.y );\n"
"#else\n"
-" // doesn't work on MacOSX GLSL engine ..\n"
-" //\n"
-" vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),\n"
-" mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );\n"
+" // doesn't work on MacOSX GLSL engine ..\n"
+" //\n"
+" vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),\n"
+" mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );\n"
"#endif\n"
"\n"
-" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
+" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
"\n"
"#ifdef DO_GAMMA\n"
-" // gamma/contrast/brightness\n"
-" vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
-" gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+" // gamma/contrast/brightness\n"
+" vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
+" gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;\n"
"#else\n"
-" // contrast/brightness\n"
-" gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+" // contrast/brightness\n"
+" gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;\n"
"#endif\n"
"}\n"
"\n"