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Fixes our post processing shaders so they work under OpenGL ES 3.0
Most of our shaders relied on implicit int->float conversions. This fixes the assumption that this is allowed
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parent
2f92b82b29
commit
34bc14e75d
21 changed files with 123 additions and 123 deletions
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@ -8,17 +8,17 @@ uniform vec4 resolution;
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void main()
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{
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float4 c0 = texture(samp9, uv0).rgba;
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float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
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float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).rgba;
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float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
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float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
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float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0;
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float red = c0.r;
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float green = c0.g;
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float blue = c0.b;
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float alpha = c0.a;
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red = y2 + (1 - y);
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green = y2 + (1 - y);
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blue = y2 + (1 - y);
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red = y2 + (1.0 - y);
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green = y2 + (1.0 - y);
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blue = y2 + (1.0 - y);
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ocol0 = float4(red, green, blue, alpha);
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}
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}
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