]> git.sesse.net Git - movit/commitdiff
Remove a flipping that is now wrong (again, because phase inputs are always RTT).
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 7 Oct 2012 18:55:17 +0000 (20:55 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 7 Oct 2012 18:55:17 +0000 (20:55 +0200)
effect_chain.cpp

index 7b3d2e86f23ceb956085c7ca5e83a742fb9779f3..7dd19ccd634e0cd51999a6c5cdb0fc306e13bf22 100644 (file)
@@ -220,13 +220,6 @@ EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector<Effect *
        
                frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";       
                frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
        
                frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";       
                frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
-               if (effect->num_inputs() == 0) {
-                       // OpenGL's origin is bottom-left, but most graphics software assumes
-                       // a top-left origin. Thus, for inputs that come from the user,
-                       // we flip the y coordinate. However, for FBOs, the origin
-                       // is all correct, so don't do anything.
-                       frag_shader += "\ttc.y = 1.0f - tc.y;\n";
-               }
                frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
                frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";