// than losing a pixel in the common cases of integer shift.
// Thus the 1e-3 fudge factors.
float texcoord_min[2] = {
- (0.5f - 1e-3) / input_width,
- (0.5f - 1e-3) / input_height
+ float((0.5f - 1e-3) / input_width),
+ float((0.5f - 1e-3) / input_height)
};
set_uniform_vec2(glsl_program_num, prefix, "texcoord_min", texcoord_min);
float texcoord_max[2] = {
- 1.0f - (0.5f - 1e-3) / input_width,
- 1.0f - (0.5f - 1e-3) / input_height
+ float(1.0f - (0.5f - 1e-3) / input_width),
+ float(1.0f - (0.5f - 1e-3) / input_height)
};
set_uniform_vec2(glsl_program_num, prefix, "texcoord_max", texcoord_max);
}