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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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@ -8,15 +8,15 @@ uniform vec4 resolution;
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void main()
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{
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float4 c0 = texture(samp9, uv0).rgba;
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float4 tmp = float4(0, 0, 0, 0);
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tmp += c0 - texture(samp9, uv0 + float2(2, 2)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 - float2(2, 2)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 + float2(2, -2)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 - float2(2, -2)*resolution.zw).rgba;
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float4 tmp = float4(0.0, 0.0, 0.0, 0.0);
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tmp += c0 - texture(samp9, uv0 + float2(2.0, 2.0)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 - float2(2.0, 2.0)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 + float2(2.0, -2.0)*resolution.zw).rgba;
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tmp += c0 - texture(samp9, uv0 - float2(2.0, -2.0)*resolution.zw).rgba;
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float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
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// get rid of the bottom line, as it is incorrect.
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if (uv0.y*resolution.y < 163)
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if (uv0.y*resolution.y < 163.0)
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tmp = float4(1.0, 1.0, 1.0, 1.0);
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c0 = c0+1-grey*7.0;
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ocol0 = float4(c0.r, c0.g, c0.b, 1);
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}
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c0 = c0 + 1.0 - grey * 7.0;
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ocol0 = float4(c0.r, c0.g, c0.b, 1.0);
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}
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