From: Sebastian Dröge Date: Fri, 21 Sep 2012 10:53:00 +0000 (+0200) Subject: eglglessink: Really decouple vertex and texture positions in the shader X-Git-Tag: 1.19.3~507^2~14640 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=24261a4fe70d2f9e11872e2f7546d74538f8125f;p=platform%2Fupstream%2Fgstreamer.git eglglessink: Really decouple vertex and texture positions in the shader --- diff --git a/ext/eglgles/gsteglglessink.c b/ext/eglgles/gsteglglessink.c index 8e80a17..ed5b094 100644 --- a/ext/eglgles/gsteglglessink.c +++ b/ext/eglgles/gsteglglessink.c @@ -144,7 +144,7 @@ static const char *vert_COPY_prog = { "varying vec2 opos;" "void main(void)" "{" - " opos = vec2((position.x + 1.0)/2.0, ((-1.0 * position.y) + 1.0)/2.0);" + " opos = texpos;" " gl_Position = vec4(position, 1.0);" "}" }; @@ -1153,16 +1153,16 @@ gst_eglglessink_setup_vbo (GstEglGlesSink * eglglessink, gboolean reset) eglglessink->coordarray[3].z = 0; eglglessink->texarray[0].x = 1; - eglglessink->texarray[0].y = 1; + eglglessink->texarray[0].y = 0; eglglessink->texarray[1].x = 1; - eglglessink->texarray[1].y = -1; + eglglessink->texarray[1].y = 1; - eglglessink->texarray[2].x = -1; - eglglessink->texarray[2].y = 1; + eglglessink->texarray[2].x = 0; + eglglessink->texarray[2].y = 0; - eglglessink->texarray[3].x = -1; - eglglessink->texarray[3].y = -1; + eglglessink->texarray[3].x = 0; + eglglessink->texarray[3].y = 1; eglglessink->indexarray[0] = 0; eglglessink->indexarray[1] = 1;