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

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