From fa52c0f22faa239a3d1ddeede6f3b36ec35bdf5c Mon Sep 17 00:00:00 2001
From: Andrey Konovalov <andrey.konovalov@linaro.org>
Date: Tue, 22 Jun 2021 16:46:44 +0300
Subject: qcam: viewfinder_gl: Change uniform float tex_stepx to vec2 tex_step

In preparation to extend the supported formats, extend the tex_stepx
uniform to cover the steps between texels in both horizontal and
vertical directions.

Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
---
 src/qcam/assets/shader/YUV_packed.frag | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

(limited to 'src/qcam/assets')

diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag
index 224dfafe..d6efd4ce 100644
--- a/src/qcam/assets/shader/YUV_packed.frag
+++ b/src/qcam/assets/shader/YUV_packed.frag
@@ -12,7 +12,7 @@ precision mediump float;
 varying vec2 textureOut;
 
 uniform sampler2D tex_y;
-uniform float tex_stepx;
+uniform vec2 tex_step;
 
 void main(void)
 {
@@ -49,10 +49,10 @@ void main(void)
 	 * a = fract(x) * 2 - 1			if fract(x) >= 0.5
 	 */
 	vec2 pos = textureOut;
-	float f_x = fract(pos.x / tex_stepx);
+	float f_x = fract(pos.x / tex_step.x);
 
-	vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_stepx, pos.y));
-	vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_stepx , pos.y));
+	vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y));
+	vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y));
 
 #if defined(YUV_PATTERN_UYVY)
 	float y_left = mix(left.g, left.a, f_x * 2.0);
-- 
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