gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
- gst_gl_shader_set_uniform_1f (shader, "gauss_width", height);
+ gst_gl_shader_set_uniform_1f (shader, "gauss_width", width);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
- gst_gl_shader_set_uniform_1f (shader, "gauss_height", width);
+ gst_gl_shader_set_uniform_1f (shader, "gauss_height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
gst_gl_shader_set_uniform_1i (filterblur->shader0, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 7,
filterblur->gauss_kernel);
- gst_gl_shader_set_uniform_1f (filterblur->shader0, "width", width);
+ gst_gl_shader_set_uniform_1f (filterblur->shader0, "gauss_width", width);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
gst_gl_shader_set_uniform_1i (filterblur->shader1, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 7,
filterblur->gauss_kernel);
- gst_gl_shader_set_uniform_1f (filterblur->shader1, "height", height);
+ gst_gl_shader_set_uniform_1f (filterblur->shader1, "gauss_height", height);
gst_gl_filter_draw_texture (filter, texture, width, height);
}