From 0830ff087940468a6601b12e6bea8893b722ddcb Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Thu, 24 Dec 2015 22:31:47 +0100 Subject: [PATCH] Unbreak some effects that were broken by 0c821b2e. --- luma_mix_effect.cpp | 2 +- luma_mix_effect.frag | 4 ++-- slice_effect.cpp | 2 +- slice_effect.frag | 4 ++-- 4 files changed, 6 insertions(+), 6 deletions(-) diff --git a/luma_mix_effect.cpp b/luma_mix_effect.cpp index 6d5af73..e8c70a7 100644 --- a/luma_mix_effect.cpp +++ b/luma_mix_effect.cpp @@ -12,7 +12,7 @@ LumaMixEffect::LumaMixEffect() register_float("transition_width", &transition_width); register_float("progress", &progress); register_int("inverse", &inverse); - register_uniform_bool("inverse", &uniform_inverse); + register_uniform_bool("bool_inverse", &uniform_inverse); register_uniform_float("progress_mul_w_plus_one", &uniform_progress_mul_w_plus_one); } diff --git a/luma_mix_effect.frag b/luma_mix_effect.frag index e721a88..84af47c 100644 --- a/luma_mix_effect.frag +++ b/luma_mix_effect.frag @@ -1,6 +1,6 @@ // Implicit uniforms: // uniform float PREFIX(progress_mul_w_plus_one); -// uniform bool PREFIX(inverse); +// uniform bool PREFIX(bool_inverse); vec4 FUNCNAME(vec2 tc) { vec4 first = INPUT1(tc); @@ -39,7 +39,7 @@ vec4 FUNCNAME(vec2 tc) { // just stay a simple mapping. float w = PREFIX(transition_width); float luma = INPUT3(tc).x; - if (PREFIX(inverse)) { + if (PREFIX(bool_inverse)) { luma = 1.0 - luma; } float m = clamp((luma * w - w) + PREFIX(progress_mul_w_plus_one), 0.0, 1.0); diff --git a/slice_effect.cpp b/slice_effect.cpp index 66fed51..1634605 100644 --- a/slice_effect.cpp +++ b/slice_effect.cpp @@ -22,7 +22,7 @@ SliceEffect::SliceEffect() register_uniform_float("output_coord_to_slice_num", &uniform_output_coord_to_slice_num); register_uniform_float("slice_num_to_input_coord", &uniform_slice_num_to_input_coord); register_uniform_float("slice_offset_to_input_coord", &uniform_slice_offset_to_input_coord); - register_uniform_float("offset", &uniform_offset); + register_uniform_float("normalized_offset", &uniform_offset); } string SliceEffect::output_fragment_shader() diff --git a/slice_effect.frag b/slice_effect.frag index e9c2c37..c6b3619 100644 --- a/slice_effect.frag +++ b/slice_effect.frag @@ -2,7 +2,7 @@ // uniform float PREFIX(output_coord_to_slice_num); // uniform float PREFIX(slice_num_to_input_coord); // uniform float PREFIX(slice_offset_to_input_coord); -// uniform float PREFIX(offset); +// uniform float PREFIX(normalized_offset); vec4 FUNCNAME(vec2 tc) { // DIRECTION_VERTICAL will be #defined to 1 if we are expanding vertically, @@ -18,7 +18,7 @@ vec4 FUNCNAME(vec2 tc) { float slice_offset = fract(sliced_coord * PREFIX(output_coord_to_slice_num)); // Find out where this slice begins in the input data, and then offset from that. - float input_coord = slice_num * PREFIX(slice_num_to_input_coord) + slice_offset * PREFIX(slice_offset_to_input_coord) + PREFIX(offset); + float input_coord = slice_num * PREFIX(slice_num_to_input_coord) + slice_offset * PREFIX(slice_offset_to_input_coord) + PREFIX(normalized_offset); #if DIRECTION_VERTICAL return INPUT(vec2(tc.x, 1.0 - input_coord)); -- 2.39.2