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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2025-04-26 06:54:49 +00:00
[179/906] distortion effect cleanup
This commit is contained in:
parent
19cc51e1b9
commit
91006dae09
9 changed files with 16 additions and 116 deletions
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@ -26,7 +26,6 @@ gst_gl_effects_bulge_callback (gint width, gint height, guint texture, gpointer
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "bulge0");
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shader = g_hash_table_lookup (effects->shaderstable, "bulge0");
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@ -50,11 +49,8 @@ gst_gl_effects_bulge_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,8 +26,7 @@ gst_gl_effects_fisheye_callback (gint width, gint height, guint texture, gpointe
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "fisheye0");
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shader = g_hash_table_lookup (effects->shaderstable, "fisheye0");
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if (!shader) {
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if (!shader) {
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@ -50,11 +49,8 @@ gst_gl_effects_fisheye_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,8 +26,7 @@ gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
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shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
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if (!shader) {
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if (!shader) {
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@ -50,11 +49,8 @@ gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -1,68 +0,0 @@
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/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffects.h>
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static void
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gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer data)
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{
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "mirror0", shader);
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}
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g_return_if_fail (
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gst_gl_shader_compile_and_check (shader, mirror_fragment_source,
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GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_mirror (GstGLEffects *effects) {
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
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gst_gl_effects_mirror_callback, effects);
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}
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@ -26,7 +26,6 @@ gst_gl_effects_square_callback (gint width, gint height, guint texture, gpointer
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "square0");
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shader = g_hash_table_lookup (effects->shaderstable, "square0");
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@ -50,11 +49,8 @@ gst_gl_effects_square_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,7 +26,6 @@ gst_gl_effects_squeeze_callback (gint width, gint height, guint texture, gpointe
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");
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shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");
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@ -50,11 +49,8 @@ gst_gl_effects_squeeze_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,7 +26,6 @@ gst_gl_effects_stretch_callback (gint width, gint height, guint texture, gpointe
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "stretch0");
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shader = g_hash_table_lookup (effects->shaderstable, "stretch0");
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@ -50,11 +49,8 @@ gst_gl_effects_stretch_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,7 +26,6 @@ gst_gl_effects_tunnel_callback (gint width, gint height, guint texture, gpointer
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "tunnel0");
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shader = g_hash_table_lookup (effects->shaderstable, "tunnel0");
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@ -50,11 +49,8 @@ gst_gl_effects_tunnel_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
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gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
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gst_gl_effects_draw_texture (effects, texture);
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gst_gl_effects_draw_texture (effects, texture);
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}
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}
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@ -26,7 +26,6 @@ gst_gl_effects_twirl_callback (gint width, gint height, guint texture, gpointer
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLEffects* effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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GstGLShader *shader;
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gfloat tex_size[2];
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shader = g_hash_table_lookup (effects->shaderstable, "twirl0");
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shader = g_hash_table_lookup (effects->shaderstable, "twirl0");
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
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tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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