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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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@ -15,22 +15,22 @@ void main()
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if (c0.r > 0.0)
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if (c0.g > c0.r)
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green = (c0.g - (c0.g - c0.r)) / 3;
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green = (c0.g - (c0.g - c0.r)) / 3.0;
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if (c0.b > 0.0 && c0.r < 0.25)
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{
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red = c0.b;
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green = c0.b / 3;
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green = c0.b / 3.0;
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}
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if (c0.g > 0.0 && c0.r < 0.25)
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{
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red = c0.g;
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green = c0.g / 3;
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green = c0.g / 3.0;
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}
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if (((c0.r + c0.g + c0.b) / 3) > 0.9)
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green = c0.r / 3;
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if (((c0.r + c0.g + c0.b) / 3.0) > 0.9)
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green = c0.r / 3.0;
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ocol0 = vec4(red, green, blue, 1.0);
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}
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