| Index: client/deps/glbench/src/yuv2rgb_1.glslf
|
| diff --git a/client/deps/glbench/src/yuv2rgb_1.glslf b/client/deps/glbench/src/yuv2rgb_1.glslf
|
| index c30ef2643dc371771cb42409a5652d5d2311667a..228e6a934a34a34dc22cf1d7f013a1a813000a67 100644
|
| --- a/client/deps/glbench/src/yuv2rgb_1.glslf
|
| +++ b/client/deps/glbench/src/yuv2rgb_1.glslf
|
| @@ -33,7 +33,6 @@
|
| * This is a conversion of a cg shader from Chrome:
|
| * http://src.chromium.org/viewvc/chrome/trunk/src/o3d/samples/shaders/yuv2rgb.shader
|
| */
|
| -#define I915_WORKAROUND 1
|
|
|
| /*
|
| * This shader takes a Y'UV420p image as a single greyscale plane, and
|
| @@ -178,7 +177,7 @@ void main() {
|
| * the location in the image stream, using floor in several places
|
| * which makes it hard to use parametric coordinates.
|
| */
|
| -#if I915_WORKAROUND
|
| +#if defined(I915_WORKAROUND)
|
| vec2 pixelPosition = vec2(floor(imageWidth * gl_TexCoord[0].x),
|
| floor(imageHeight * gl_TexCoord[0].y));
|
| #else
|
| @@ -190,7 +189,7 @@ void main() {
|
| * We can use the parametric coordinates to get the Y channel, since it's
|
| * a relatively normal image.
|
| */
|
| -#if I915_WORKAROUND
|
| +#if defined(I915_WORKAROUND)
|
| float yChannel = getYPixel(vec2(gl_TexCoord[0]));
|
| #else
|
| float yChannel = getYPixel(vec2(v1));
|
|
|