graphicsdriver/opengl: Refactoring by reduing unused variables

This commit is contained in:
Hajime Hoshi 2019-02-17 20:16:51 +09:00
parent 548f231f39
commit 84b1c282ff

View File

@ -191,11 +191,9 @@ highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) {
void main(void) { void main(void) {
highp vec2 pos = varying_tex; highp vec2 pos = varying_tex;
highp vec2 texel_size = 1.0 / source_size;
vec4 color;
#if defined(FILTER_NEAREST) #if defined(FILTER_NEAREST)
vec4 color;
pos = adjustTexelByAddress(pos, varying_tex_region); pos = adjustTexelByAddress(pos, varying_tex_region);
if (varying_tex_region[0] <= pos.x && if (varying_tex_region[0] <= pos.x &&
varying_tex_region[1] <= pos.y && varying_tex_region[1] <= pos.y &&
@ -208,6 +206,8 @@ void main(void) {
#endif #endif
#if defined(FILTER_LINEAR) #if defined(FILTER_LINEAR)
vec4 color;
highp vec2 texel_size = 1.0 / source_size;
highp vec2 p0 = pos - texel_size / 2.0; highp vec2 p0 = pos - texel_size / 2.0;
highp vec2 p1 = pos + texel_size / 2.0; highp vec2 p1 = pos + texel_size / 2.0;
@ -241,9 +241,10 @@ void main(void) {
#endif #endif
#if defined(FILTER_SCREEN) #if defined(FILTER_SCREEN)
highp vec2 texel_size = 1.0 / source_size;
highp vec2 p0 = pos - texel_size / 2.0 / scale; highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
highp vec2 p1 = pos + texel_size / 2.0 / scale; highp vec2 p0 = pos - half_scaled_texel_size;
highp vec2 p1 = pos + half_scaled_texel_size;
p1 = adjustTexel(p0, p1); p1 = adjustTexel(p0, p1);
@ -253,8 +254,8 @@ void main(void) {
vec4 c3 = texture2D(texture, p1); vec4 c3 = texture2D(texture, p1);
// Texels must be in the source rect, so it is not necessary to check that like linear filter. // Texels must be in the source rect, so it is not necessary to check that like linear filter.
vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale; vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0); vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
// Assume that a color matrix and color vector values are not used with FILTER_SCREEN. // Assume that a color matrix and color vector values are not used with FILTER_SCREEN.