#include <algorithm>
#include "effect_chain.h"
+#include "effect_util.h"
#include "resample_effect.h"
#include "util.h"
// so out[0] will read from parameters <x,y> = <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;