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

@ -9,10 +9,10 @@ void main()
float red = 0.0;
float green = 0.0;
float blue = 0.0;
float avg = (c0.r + c0.g + c0.b) / 3;
float avg = (c0.r + c0.g + c0.b) / 3.0;
red = c0.r + (c0.g / 2) + (c0.b / 3);
green = c0.r / 3;
red = c0.r + (c0.g / 2.0) + (c0.b / 3.0);
green = c0.r / 3.0;
ocol0 = vec4(red, green, blue, 1.0);
}