eglglessink: Rename shader variables to make more sense

This commit is contained in:
Sebastian Dröge 2012-09-20 17:22:13 +02:00
parent d42d5e1139
commit 9e23d0fc87

View file

@ -138,7 +138,7 @@ static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC my_glEGLImageTargetTexture2DOES;
#endif #endif
/* *INDENT-OFF* */ /* *INDENT-OFF* */
static const char *vert_prog = { static const char *vert_COPY_prog = {
"attribute vec3 position;" "attribute vec3 position;"
"varying vec2 opos;" "varying vec2 opos;"
"void main(void)" "void main(void)"
@ -148,7 +148,7 @@ static const char *vert_prog = {
"}" "}"
}; };
static const char *frag_prog = { static const char *frag_COPY_prog = {
"precision mediump float;" "precision mediump float;"
"varying vec2 opos;" "varying vec2 opos;"
"uniform sampler2D tex;" "uniform sampler2D tex;"
@ -177,7 +177,8 @@ static const char *frag_AYUV_prog = {
" g=y-0.39173*u-0.81290*v;" " g=y-0.39173*u-0.81290*v;"
" b=y+2.017*u;" " b=y+2.017*u;"
" gl_FragColor=vec4(r,g,b,1.0);" " gl_FragColor=vec4(r,g,b,1.0);"
"}" }; "}"
};
/* *INDENT-ON* */ /* *INDENT-ON* */
/* Input capabilities. /* Input capabilities.
@ -1253,9 +1254,9 @@ gst_eglglessink_init_egl_surface (GstEglGlesSink * eglglessink)
} }
verthandle = glCreateShader (GL_VERTEX_SHADER); verthandle = glCreateShader (GL_VERTEX_SHADER);
GST_DEBUG_OBJECT (eglglessink, "sending %s to handle %d", vert_prog, GST_DEBUG_OBJECT (eglglessink, "sending %s to handle %d", vert_COPY_prog,
verthandle); verthandle);
glShaderSource (verthandle, 1, &vert_prog, NULL); glShaderSource (verthandle, 1, &vert_COPY_prog, NULL);
if (got_gl_error ("glShaderSource vertex")) if (got_gl_error ("glShaderSource vertex"))
goto HANDLE_ERROR; goto HANDLE_ERROR;
@ -1280,7 +1281,7 @@ gst_eglglessink_init_egl_surface (GstEglGlesSink * eglglessink)
if (eglglessink->format == GST_VIDEO_FORMAT_AYUV) if (eglglessink->format == GST_VIDEO_FORMAT_AYUV)
glShaderSource (fraghandle, 1, &frag_AYUV_prog, NULL); glShaderSource (fraghandle, 1, &frag_AYUV_prog, NULL);
else else
glShaderSource (fraghandle, 1, &frag_prog, NULL); glShaderSource (fraghandle, 1, &frag_COPY_prog, NULL);
if (got_gl_error ("glShaderSource fragment")) if (got_gl_error ("glShaderSource fragment"))
goto HANDLE_ERROR; goto HANDLE_ERROR;