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

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