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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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@ -6,5 +6,5 @@ in vec2 uv0;
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void main()
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{
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vec4 c0 = texture(samp9, uv0);
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ocol0 = vec4(c0.r * 1.5, c0.g * 1, c0.b * 0.5, c0.a);
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ocol0 = vec4(c0.r * 1.5, c0.g, c0.b * 0.5, c0.a);
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}
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