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
This commit is contained in:
Ryan Houdek
2014-05-05 15:59:49 -05:00
parent 2f92b82b29
commit 34bc14e75d
21 changed files with 123 additions and 123 deletions

View File

@ -8,17 +8,17 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba;
float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
float4 c1 = texture(samp9, uv0 + float2(5.0,5.0)*resolution.zw).rgba;
float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
float alpha = c0.a;
red = y2 + (1 - y);
green = y2 + (1 - y);
blue = y2 + (1 - y);
red = y2 + (1.0 - y);
green = y2 + (1.0 - y);
blue = y2 + (1.0 - y);
ocol0 = float4(red, green, blue, alpha);
}
}