Index: client/deps/glbench/src/yuv2rgb_2.glslf |
diff --git a/client/deps/glbench/src/yuv2rgb_2.glslf b/client/deps/glbench/src/yuv2rgb_2.glslf |
index 8f2276314b9bcea812af0d0a5144b81463b08986..81c7a17a662177b6d978707b9b1e2f6e7cc60345 100644 |
--- a/client/deps/glbench/src/yuv2rgb_2.glslf |
+++ b/client/deps/glbench/src/yuv2rgb_2.glslf |
@@ -35,8 +35,6 @@ |
* of the original image is 2 modulo 4. |
*/ |
-#define I915_WORKAROUND 1 |
- |
uniform sampler2D textureSampler; |
uniform sampler2D paritySampler; |
@@ -49,7 +47,7 @@ void main() { |
/* |
* If the height of the original image is even, offset_odd is not needed. |
*/ |
-#if I915_WORKAROUND |
+#if defined(I915_WORKAROUND) |
vec2 offset_even = vec2(texture2D(paritySampler, gl_TexCoord[0].xy).x * 0.5, |
0.0); |
#else |
@@ -57,7 +55,7 @@ void main() { |
#endif |
vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0); |
-#if I915_WORKAROUND |
+#if defined(I915_WORKAROUND) |
float yChannel = texture2D(textureSampler, gl_TexCoord[0].zw).x; |
float uChannel = texture2D(textureSampler, gl_TexCoord[1].xy + offset_even).x; |
float vChannel = texture2D(textureSampler, gl_TexCoord[1].zw + offset_odd).x; |