// is that we can have multiple FFTs along the same line,
// and want to reuse the support texture by repeating it.
int base = k * stride * 2 + offset;
- int support_texture_index;
+ int support_texture_index = i;
+ int src1 = base;
+ int src2 = base + stride;
if (direction == FFTPassEffect::VERTICAL) {
// Compensate for OpenGL's bottom-left convention.
- support_texture_index = fft_size - i - 1;
- } else {
- support_texture_index = i;
+ support_texture_index = fft_size - support_texture_index - 1;
+ src1 = fft_size - src1 - 1;
+ src2 = fft_size - src2 - 1;
}
- tmp[support_texture_index * 4 + 0] = fp64_to_fp16((base - support_texture_index) / double(input_size));
- tmp[support_texture_index * 4 + 1] = fp64_to_fp16((base + stride - support_texture_index) / double(input_size));
+ tmp[support_texture_index * 4 + 0] = fp64_to_fp16((src1 - support_texture_index) / double(input_size));
+ tmp[support_texture_index * 4 + 1] = fp64_to_fp16((src2 - support_texture_index) / double(input_size));
tmp[support_texture_index * 4 + 2] = fp64_to_fp16(twiddle_real);
tmp[support_texture_index * 4 + 3] = fp64_to_fp16(twiddle_imag);
}