From 181edc19e1dfd56acc3f06b80548b519281cdd13 Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Thu, 23 Jul 2026 15:38:46 -0400 Subject: [PATCH] Overtly flag up uvec -> vec conversions. --- Outputs/OpenGL/Shaders/CompositionShader.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Outputs/OpenGL/Shaders/CompositionShader.cpp b/Outputs/OpenGL/Shaders/CompositionShader.cpp index 26a537095..48d5277c9 100644 --- a/Outputs/OpenGL/Shaders/CompositionShader.cpp +++ b/Outputs/OpenGL/Shaders/CompositionShader.cpp @@ -173,14 +173,14 @@ vec2 boxed(vec2 val) { vec4 sample_composite() { return vec4( - clamp(texture(source, coordinate).r, 0.0, 1.0), + clamp(float(texture(source, coordinate).r), 0.0, 1.0), boxed(quadrature()), compositeAmplitude ); } vec3 sample_rgb() { - return clamp(texture(source, coordinate).rrr, vec3(0.0), vec3(1.0)); + return clamp(vec3(texture(source, coordinate).rrr), vec3(0.0), vec3(1.0)); } #endif @@ -191,14 +191,14 @@ vec2 boxed(vec2 val) { vec4 sample_composite() { return vec4( - texture(source, coordinate).r / 255.0, + float(texture(source, coordinate).r) / 255.0, boxed(quadrature()), compositeAmplitude ); } vec3 sample_rgb() { - return texture(source, coordinate).rrr / 255.0; + return vec3(texture(source, coordinate).rrr) / 255.0; } #endif @@ -208,7 +208,7 @@ vec2 boxed(vec2 val) { #ifdef INPUT_PHASE_LINKED_LUMINANCE8 vec4 sample_composite() { - vec4 source = texture(source, coordinate) / 255.0; + vec4 source = vec4(texture(source, coordinate)) / 255.0; int offset = int(floor(unitPhase * 4.0)) & 3; return vec4( source[offset], @@ -227,7 +227,7 @@ vec2 boxed(vec2 val) { #define SYNTHESISE_FROM_RAW_SVIDEO vec2 sample_svideo_raw() { - vec2 source = texture(source, coordinate).rg / 255.0; + vec2 source = vec2(texture(source, coordinate).rg) / 255.0; float phaseOffset = source.g * 3.141592654 * 4.0; float chroma = step(source.g, 0.75) * cos(phaseOffset + phase); @@ -297,7 +297,7 @@ vec2 boxed(vec2 val) { #define SYNTHESISE_COMPOSITE vec3 sample_rgb() { - return texture(source, coordinate).rgb / 255.0; + return vec3(texture(source, coordinate).rgb) / 255.0; } #endif