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

@ -8,19 +8,19 @@ uniform vec4 resolution;
void main()
{
//variables
int internalresolution = 1278;
float internalresolution = 1278.0;
float4 c0 = texture(samp9, uv0).rgba;
//blur
float4 blurtotal = float4(0, 0, 0, 0);
float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0);
float blursize = 1.5;
blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( blursize, 0.0)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize)*resolution.zw);
blurtotal += texture(samp9, uv0 + float2( 0.0, blursize)*resolution.zw);
blurtotal *= 0.125;
c0 = blurtotal;
//greyscale
@ -30,27 +30,27 @@ void main()
// darken edges
float x = uv0.x * resolution.x;
float y = uv0.y * resolution.y;
if (x > internalresolution/2) x = internalresolution-x;
if (y > internalresolution/2) y = internalresolution-y;
if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
if (y > internalresolution/2*0.95) y = internalresolution/2*0.95;
x = -x+641;
y = -y+641;
if (x > internalresolution/2.0) x = internalresolution-x;
if (y > internalresolution/2.0) y = internalresolution-y;
if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95;
if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95;
x = -x+641.0;
y = -y+641.0;
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt=x/10;
float sqrt = x / 10.0;
while((sqrt*sqrt) < x) sqrt+=0.1;
x = sqrt;
sqrt=y/10;
sqrt = y / 10.0;
while((sqrt*sqrt) < y) sqrt+=0.1;
y = sqrt;
/*****end of inline square root routines*****/
x *= 2;
y *= 2;
grey -= x/200;
grey -= y/200;
x *= 2.0;
y *= 2.0;
grey -= x / 200.0;
grey -= y / 200.0;
// output
ocol0 = float4(0, grey, 0, 1.0);
}
ocol0 = float4(0.0, grey, 0.0, 1.0);
}