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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@@ -7,5 +7,5 @@ uniform vec4 resolution;
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void main()
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{
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ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
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ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw)) * 8.0;
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}
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