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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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@ -8,7 +8,7 @@ uniform vec4 resolution;
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void main()
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{
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//Change this number to increase the pixel size.
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float pixelSize = 3;
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float pixelSize = 3.0;
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float red = 0.0;
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float green = 0.0;
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@ -58,4 +58,4 @@ void main()
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green = 1.0;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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}
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