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author | Luboš Luňák <l.lunak@collabora.com> | 2019-04-03 11:02:48 +0200 |
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committer | Luboš Luňák <l.lunak@collabora.com> | 2019-04-15 15:27:00 +0200 |
commit | b9d101e9f96c2e9fc698cb0f84508e346a976060 (patch) | |
tree | 953cd8a49b9d01082775267086fb4457de89e75d /vcl/opengl | |
parent | 25f31522594fff89434721d247e501af4fd673de (diff) |
restore code comments
These got removed in d115a235bf3ff5366 for some reason.
Change-Id: I27eadc7f9f874f420ab0273e0ef2b62af57f6c4a
Diffstat (limited to 'vcl/opengl')
-rw-r--r-- | vcl/opengl/shaders/areaScaleFragmentShader.glsl | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/areaScaleFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFragmentShader.glsl index e16133682ba2..07945e3ebe44 100644 --- a/vcl/opengl/shaders/areaScaleFragmentShader.glsl +++ b/vcl/opengl/shaders/areaScaleFragmentShader.glsl @@ -127,9 +127,16 @@ void main(void) int dx = int( tex_coord.s * xdestconvert ); int dy = int( tex_coord.t * ydestconvert ); + // How much each column/row will contribute to the resulting pixel. + // Note: These values are always the same for the same X (or Y), + // so they could be precalculated in C++ and passed to the shader, + // but GLSL has limits on the size of uniforms passed to it, + // so it'd need something like texture buffer objects from newer + // GLSL versions, and it seems the hassle is not really worth it. float xratio[ 16 + 2 ]; float yratio[ 16 + 2 ]; + // For finding the first and last source pixel. int xpixel[ 16 + 2 ]; int ypixel[ 16 + 2 ]; |