eglglessink: Really decouple vertex and texture positions in the shader

This commit is contained in:
Sebastian Dröge 2012-09-21 12:53:00 +02:00
parent dafcdb0da3
commit 24261a4fe7

View file

@ -144,7 +144,7 @@ static const char *vert_COPY_prog = {
"varying vec2 opos;"
"void main(void)"
"{"
" opos = vec2((position.x + 1.0)/2.0, ((-1.0 * position.y) + 1.0)/2.0);"
" opos = texpos;"
" gl_Position = vec4(position, 1.0);"
"}"
};
@ -1153,16 +1153,16 @@ gst_eglglessink_setup_vbo (GstEglGlesSink * eglglessink, gboolean reset)
eglglessink->coordarray[3].z = 0;
eglglessink->texarray[0].x = 1;
eglglessink->texarray[0].y = 1;
eglglessink->texarray[0].y = 0;
eglglessink->texarray[1].x = 1;
eglglessink->texarray[1].y = -1;
eglglessink->texarray[1].y = 1;
eglglessink->texarray[2].x = -1;
eglglessink->texarray[2].y = 1;
eglglessink->texarray[2].x = 0;
eglglessink->texarray[2].y = 0;
eglglessink->texarray[3].x = -1;
eglglessink->texarray[3].y = -1;
eglglessink->texarray[3].x = 0;
eglglessink->texarray[3].y = 1;
eglglessink->indexarray[0] = 0;
eglglessink->indexarray[1] = 1;