aboutsummaryrefslogtreecommitdiff
path: root/src/color_conversion.c
diff options
context:
space:
mode:
authordec05eba <dec05eba@protonmail.com>2023-04-18 18:34:23 +0200
committerdec05eba <dec05eba@protonmail.com>2023-04-18 18:34:23 +0200
commit7749ba83279cd974e319e999a72705ae04997360 (patch)
tree89dec79da9c7391e03761a443cfc25811e5c471b /src/color_conversion.c
parente985e8e18ee735ea46b1a2807dbbab1928fb493b (diff)
Replace tabs with 4 spaces
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r--src/color_conversion.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
index 8b1590b..2752e2e 100644
--- a/src/color_conversion.c
+++ b/src/color_conversion.c
@@ -26,30 +26,30 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) {
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
ROTATE_Z
- "void main() \n"
- "{ \n"
+ "void main() \n"
+ "{ \n"
" texcoords_out = texcoords; \n"
- " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n"
- "} \n", rotation);
+ " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n"
+ "} \n", rotation);
char fragment_shader[] =
"#version 300 es \n"
- "precision mediump float; \n"
+ "precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
RGB_TO_YUV
- "void main() \n"
- "{ \n"
+ "void main() \n"
+ "{ \n"
" FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n"
- "} \n";
+ "} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
- return 0;
+ return 0;
}
static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) {
@@ -60,30 +60,30 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
ROTATE_Z
- "void main() \n"
- "{ \n"
+ "void main() \n"
+ "{ \n"
" texcoords_out = texcoords; \n"
- " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
- "} \n", rotation);
+ " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
+ "} \n", rotation);
char fragment_shader[] =
"#version 300 es \n"
- "precision mediump float; \n"
+ "precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
RGB_TO_YUV
- "void main() \n"
- "{ \n"
+ "void main() \n"
+ "{ \n"
" FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n"
- "} \n";
+ "} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
- return 0;
+ return 0;
}
static int loader_framebuffers(gsr_color_conversion *self) {