string frag_shader;
frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
-
- char buf[256];
- sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
- offset[0], offset[1], offset[2]);
- frag_shader += buf;
-
- sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
- scale[0], scale[1], scale[2]);
- frag_shader += buf;
+ frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
+ frag_shader += output_glsl_vec3("PREFIX(scale)", scale[0], scale[1], scale[2]);
float cb_offset_x = compute_chroma_offset(
ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
float cb_offset_y = compute_chroma_offset(
ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
- sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
- cb_offset_x, cb_offset_y);
- frag_shader += buf;
+ frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
float cr_offset_x = compute_chroma_offset(
ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
float cr_offset_y = compute_chroma_offset(
ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
- sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
- cr_offset_x, cr_offset_y);
- frag_shader += buf;
+ frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
frag_shader += read_file("ycbcr_input.frag");
return frag_shader;