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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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@ -10,7 +10,7 @@ void main()
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float green = 0.0;
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if (c0.r < 0.35 || c0.b > 0.35)
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green = c0.g + (c0.b / 2);
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green = c0.g + (c0.b / 2.0);
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else
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red = c0.r + 0.4;
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ocol0 = vec4(red, green, 0.0, 1.0);
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