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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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@ -9,5 +9,5 @@ void main()
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{
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vec4 a = texture(samp9, uv0+resolution.zw);
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vec4 b = texture(samp9, uv0-resolution.zw);
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ocol0 = ( a*a*1.3 - b )*8;
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ocol0 = ( a*a*1.3 - b ) * 8.0;
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}
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