X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=c2ef531d3dee6b9fa272bebfe2f97086ce23126a;hp=ec4f67edad5d628dcf0b9ab555d50cb4b747b957;hb=111c1867b9b6096a8e96650a74659806387b11c1;hpb=faf8ad966f79932fe890b564d39f96342ae1e844 diff --git a/resample_effect.cpp b/resample_effect.cpp index ec4f67e..c2ef531 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -1,12 +1,16 @@ // Three-lobed Lanczos, the most common choice. #define LANCZOS_RADIUS 3.0 -#include -#include #include +#include +#include +#include +#include +#include -#include "resample_effect.h" #include "effect_chain.h" +#include "effect_util.h" +#include "resample_effect.h" #include "util.h" namespace { @@ -207,7 +211,7 @@ std::string SingleResamplePassEffect::output_fragment_shader() // so out[0] will read from parameters = <0,0>, <1,0>, <2,0> and so on. // // For horizontal scaling, we fill in the exact same texture; -// the shader just interprets is differently. +// the shader just interprets it differently. void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { unsigned src_size, dst_size;