output_width(1280),
output_height(720),
top(0),
- left(0),
- pad_from_bottom(0)
+ left(0)
{
register_vec4("border_color", (float *)&border_color);
register_int("width", &output_width);
register_int("height", &output_height);
register_float("top", &top);
register_float("left", &left);
- register_int("pad_from_bottom", &pad_from_bottom);
}
string PaddingEffect::output_fragment_shader()
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- float offset[2];
- offset[0] = left / output_width;
- if (pad_from_bottom) {
- offset[1] = top / output_height;
- } else {
- offset[1] = (output_height - input_height - top) / output_height;
- }
+ float offset[2] = {
+ left / output_width,
+ (output_height - input_height - top) / output_height
+ };
set_uniform_vec2(glsl_program_num, prefix, "offset", offset);
float scale[2] = {