@ -956,7 +956,7 @@ static void vertopen##name##_transition(AVFilterContext *ctx,
{ \
{ \
XFadeContext * s = ctx - > priv ; \
XFadeContext * s = ctx - > priv ; \
const int width = out - > width ; \
const int width = out - > width ; \
const float w2 = out - > width / 2 ; \
const float w2 = out - > width / 2.0 ; \
\
\
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int x = 0 ; x < width ; x + + ) { \
for ( int x = 0 ; x < width ; x + + ) { \
@ -984,7 +984,7 @@ static void vertclose##name##_transition(AVFilterContext *ctx,
XFadeContext * s = ctx - > priv ; \
XFadeContext * s = ctx - > priv ; \
const int nb_planes = s - > nb_planes ; \
const int nb_planes = s - > nb_planes ; \
const int width = out - > width ; \
const int width = out - > width ; \
const float w2 = out - > width / 2 ; \
const float w2 = out - > width / 2.0 ; \
\
\
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int x = 0 ; x < width ; x + + ) { \
for ( int x = 0 ; x < width ; x + + ) { \
@ -1012,7 +1012,7 @@ static void horzopen##name##_transition(AVFilterContext *ctx,
XFadeContext * s = ctx - > priv ; \
XFadeContext * s = ctx - > priv ; \
const int nb_planes = s - > nb_planes ; \
const int nb_planes = s - > nb_planes ; \
const int width = out - > width ; \
const int width = out - > width ; \
const float h2 = out - > height / 2 ; \
const float h2 = out - > height / 2.0 ; \
\
\
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int y = slice_start ; y < slice_end ; y + + ) { \
const float smooth = 2.f - fabsf ( ( y - h2 ) / h2 ) - progress * 2.f ; \
const float smooth = 2.f - fabsf ( ( y - h2 ) / h2 ) - progress * 2.f ; \
@ -1040,7 +1040,7 @@ static void horzclose##name##_transition(AVFilterContext *ctx,
XFadeContext * s = ctx - > priv ; \
XFadeContext * s = ctx - > priv ; \
const int nb_planes = s - > nb_planes ; \
const int nb_planes = s - > nb_planes ; \
const int width = out - > width ; \
const int width = out - > width ; \
const float h2 = out - > height / 2 ; \
const float h2 = out - > height / 2.0 ; \
\
\
for ( int y = slice_start ; y < slice_end ; y + + ) { \
for ( int y = slice_start ; y < slice_end ; y + + ) { \
const float smooth = 1.f + fabsf ( ( y - h2 ) / h2 ) - progress * 2.f ; \
const float smooth = 1.f + fabsf ( ( y - h2 ) / h2 ) - progress * 2.f ; \