#if GST_GL_HAVE_OPENGL
/* YUY2:y2,u,y1,v
UYVY:v,y1,u,y2 */
-static gchar *text_shader_YUY2_UYVY_opengl =
+static const gchar *text_shader_YUY2_UYVY_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
RGB_TO_YUV_COEFFICIENTS
" gl_FragColor=vec4(%s);\n"
"}\n";
-static gchar *text_shader_I420_YV12_opengl =
+static const gchar *text_shader_I420_YV12_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"uniform float w, h;\n"
" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
-static gchar *text_shader_AYUV_opengl =
+static const gchar *text_shader_AYUV_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
RGB_TO_YUV_COEFFICIENTS
#endif /* GST_GL_HAVE_OPENGL */
#if GST_GL_HAVE_GLES2
-static gchar *text_shader_YUY2_UYVY_gles2 =
+static const gchar *text_shader_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
*/
#define text_shader_I420_YV12_gles2 NULL
-static gchar *text_shader_AYUV_gles2 =
+static const gchar *text_shader_AYUV_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
" gl_FragColor=vec4(1.0,y,u,v);\n"
"}\n";
-static gchar *text_vertex_shader_gles2 =
+static const gchar *text_vertex_shader_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
-static gchar *text_shader_RGB_gles2 =
+static const gchar *text_shader_RGB_gles2 =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
#if GST_GL_HAVE_OPENGL
/* YUY2:r,g,a
UYVY:a,b,r */
-static gchar *text_shader_YUY2_UYVY_opengl =
+static const gchar *text_shader_YUY2_UYVY_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex, UVtex;\n"
YUV_TO_RGB_COEFFICIENTS
/* ATI: "*0.5", ""
normal: "", "*0.5" */
-static gchar *text_shader_I420_YV12_opengl =
+static const gchar *text_shader_I420_YV12_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
YUV_TO_RGB_COEFFICIENTS
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
-static gchar *text_shader_AYUV_opengl =
+static const gchar *text_shader_AYUV_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
YUV_TO_RGB_COEFFICIENTS
#if GST_GL_HAVE_GLES2
/* YUY2:r,g,a
UYVY:a,b,r */
-static gchar *text_shader_YUY2_UYVY_gles2 =
+static const gchar *text_shader_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
-static gchar *text_shader_I420_YV12_gles2 =
+static const gchar *text_shader_I420_YV12_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
-static gchar *text_shader_AYUV_gles2 =
+static const gchar *text_shader_AYUV_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
-static gchar *text_vertex_shader_gles2 =
+static const gchar *text_vertex_shader_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"