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eglglessink: Really decouple vertex and texture positions in the shader
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1 changed files with 7 additions and 7 deletions
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@ -144,7 +144,7 @@ static const char *vert_COPY_prog = {
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"varying vec2 opos;"
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"void main(void)"
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"{"
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" opos = vec2((position.x + 1.0)/2.0, ((-1.0 * position.y) + 1.0)/2.0);"
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" opos = texpos;"
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" gl_Position = vec4(position, 1.0);"
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"}"
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};
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@ -1153,16 +1153,16 @@ gst_eglglessink_setup_vbo (GstEglGlesSink * eglglessink, gboolean reset)
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eglglessink->coordarray[3].z = 0;
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eglglessink->texarray[0].x = 1;
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eglglessink->texarray[0].y = 1;
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eglglessink->texarray[0].y = 0;
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eglglessink->texarray[1].x = 1;
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eglglessink->texarray[1].y = -1;
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eglglessink->texarray[1].y = 1;
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eglglessink->texarray[2].x = -1;
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eglglessink->texarray[2].y = 1;
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eglglessink->texarray[2].x = 0;
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eglglessink->texarray[2].y = 0;
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eglglessink->texarray[3].x = -1;
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eglglessink->texarray[3].y = -1;
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eglglessink->texarray[3].x = 0;
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eglglessink->texarray[3].y = 1;
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eglglessink->indexarray[0] = 0;
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eglglessink->indexarray[1] = 1;
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