gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
#include <gstgleffects.h>
-static gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
- 0.096667, 0.099736, 0.096667,
- 0.088016, 0.075284, 0.060493 };
+static gfloat gauss_kernel[9] = { 0.060493f, 0.075284f, 0.088016f,
+ 0.096667f, 0.099736f, 0.096667f,
+ 0.088016f, 0.075284f, 0.060493f };
static void
gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data)
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
- gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
- gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
+ gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656f);
+ gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
- gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
- gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
+ gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656f);
+ gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
gst_gl_effects_draw_texture (effects, texture);
}
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
- gst_gl_shader_set_uniform_1f (shader, "beta", 1/3.5);
+ gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1/3.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_effects_draw_texture (effects, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
- gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
+ gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
gst_gl_effects_draw_texture (effects, texture);
}
glTexCoord2f (0.0, 0.0);
glVertex2f (-1.0, -1.0);
- glTexCoord2f (filter->width, 0.0);
+ glTexCoord2f ((gfloat)filter->width, 0.0);
glVertex2f (1.0, -1.0);
- glTexCoord2f (filter->width, filter->height);
+ glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
glVertex2f (1.0, 1.0);
- glTexCoord2f (0.0, filter->height);
+ glTexCoord2f (0.0, (gfloat)filter->height);
glVertex2f (-1.0, 1.0);
glEnd ();
glTexCoord2f (0.0, 0.0);
glVertex2f (-1.0, -1.0);
- glTexCoord2f (filter->width, 0.0);
+ glTexCoord2f ((gfloat)filter->width, 0.0);
glVertex2f (1.0, -1.0);
- glTexCoord2f (filter->width, filter->height);
+ glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
glVertex2f (1.0, 1.0);
- glTexCoord2f (0.0, filter->height);
+ glTexCoord2f (0.0, (gfloat)filter->height);
glVertex2f (-1.0, 1.0);
glEnd ();
/* hard coded kernel, it could be easily generated at runtime with a
* property to change standard deviation */
gfloat gauss_kernel[9] = {
- 0.026995, 0.064759, 0.120985,
- 0.176033, 0.199471, 0.176033,
- 0.120985, 0.064759, 0.026995 };
+ 0.026995f, 0.064759f, 0.120985f,
+ 0.176033f, 0.199471f, 0.176033f,
+ 0.120985f, 0.064759f, 0.026995f };
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_set_uniform_1i (filterblur->shader0, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 9, gauss_kernel);
- gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_const", 0.977016);
- gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_offset", 0.0);
+ gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_const", 0.977016f);
+ gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_offset", 0.0f);
gst_gl_filterblur_draw_texture (filterblur, texture);
}
/* hard coded kernel, it could be easily generated at runtime with a
* property to change standard deviation */
gfloat gauss_kernel[9] = {
- 0.026995, 0.064759, 0.120985,
- 0.176033, 0.199471, 0.176033,
- 0.120985, 0.064759, 0.026995 };
+ 0.026995f, 0.064759f, 0.120985f,
+ 0.176033f, 0.199471f, 0.176033f,
+ 0.120985f, 0.064759f, 0.026995f };
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_set_uniform_1i (filterblur->shader1, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 9, gauss_kernel);
- gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_const", 0.977016);
- gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_offset", 0.0);
+ gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_const", 0.977016f);
+ gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_offset", 0.0f);
gst_gl_filterblur_draw_texture (filterblur, texture);
}
glTexCoord2f (0.0, 0.0);
glVertex2f (-1.0, -1.0);
- glTexCoord2f (filter->width, 0.0);
+ glTexCoord2f ((gfloat)filter->width, 0.0);
glVertex2f (1.0, -1.0);
- glTexCoord2f (filter->width, filter->height);
+ glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
glVertex2f (1.0, 1.0);
- glTexCoord2f (0.0, filter->height);
+ glTexCoord2f (0.0, (gfloat)filter->height);
glVertex2f (-1.0, 1.0);
glEnd ();