projects
/
goodguy
/
history.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
add descratch plugin, single frame silence insert, docs
[goodguy/history.git]
/
cinelerra-5.1
/
plugins
/
threshold
/
threshold.C
diff --git
a/cinelerra-5.1/plugins/threshold/threshold.C
b/cinelerra-5.1/plugins/threshold/threshold.C
index 09a3680b58a9b501c73458455e55f9da1888f7ad..402ba5987d6b069b3a2f6aec172ad134b5fd03bc 100644
(file)
--- a/
cinelerra-5.1/plugins/threshold/threshold.C
+++ b/
cinelerra-5.1/plugins/threshold/threshold.C
@@
-127,7
+127,7
@@
ThresholdMain::~ThresholdMain()
delete threshold_engine;
}
delete threshold_engine;
}
-const char* ThresholdMain::plugin_title() { return _("Threshold"); }
+const char* ThresholdMain::plugin_title() { return
N
_("Threshold"); }
int ThresholdMain::is_realtime() { return 1; }
int ThresholdMain::is_realtime() { return 1; }
@@
-259,12
+259,12
@@
int ThresholdMain::handle_opengl()
"uniform vec4 low_color;\n"
"uniform vec4 mid_color;\n"
"uniform vec4 high_color;\n"
"uniform vec4 low_color;\n"
"uniform vec4 mid_color;\n"
"uniform vec4 high_color;\n"
- "uniform
mat3 rgb_to_yuv_matrix
;\n"
+ "uniform
vec3 rgb_to_y_vector
;\n"
"uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 pixel = texture2D(tex, gl_TexCoord[0].st);\n"
"uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 pixel = texture2D(tex, gl_TexCoord[0].st);\n"
- " float v = dot(pixel.rgb, rgb_to_y
uv_matrix[0]
) + yminf;\n"
+ " float v = dot(pixel.rgb, rgb_to_y
_vector
) + yminf;\n"
" if(v < min)\n"
" pixel = low_color;\n"
" else if(v < max)\n"
" if(v < min)\n"
" pixel = low_color;\n"
" else if(v < max)\n"
@@
-356,7
+356,7
@@
int ThresholdMain::handle_opengl()
(float)config.high_color.g / 0xff,
(float)config.high_color.b / 0xff,
has_alpha ? (float)config.high_color.a / 0xff : 1.0);
(float)config.high_color.g / 0xff,
(float)config.high_color.b / 0xff,
has_alpha ? (float)config.high_color.a / 0xff : 1.0);
- BC_GL_RGB_TO_Y
UV
(shader);
+ BC_GL_RGB_TO_Y(shader);
}
}
}
}