// Normalize so that the sum becomes one. Note that we do it twice;
// this sometimes helps a tiny little bit when we have many samples.
-#if 0
for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) {
double sum = 0.0;
for (int i = 0; i < src_bilinear_samples; ++i) {
fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum);
}
}
-#endif
}
// Encode as a two-component texture. Note the GL_REPEAT.
check_error();
set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num);
- ++sampler_num;
+ ++*sampler_num;
set_uniform_int(glsl_program_num, prefix, "num_samples", src_bilinear_samples);
set_uniform_float(glsl_program_num, prefix, "num_loops", num_loops);
set_uniform_float(glsl_program_num, prefix, "slice_height", slice_height);