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

@ -11,22 +11,22 @@ uniform vec4 resolution;
void main()
{
float4 c0 = texture(samp9, uv0).rgba; // Source Color
float sep = 5;
float sep = 5.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Red)
float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
red = max(c0.r, c1.r);
// Right Eye (Cyan)
float4 c2 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2;
float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2.0;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);
ocol0 = float4(red, green, blue, c0.a);
}
}