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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Ryan Houdek committed 2014-05-05 15:59:49 -05:00
1 parent 2f92b82b29
commit 34bc14e75d
21 files changed
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@@ -7,5 +7,5 @@ uniform vec4 resolution;
void main()
{
ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw)) * 8.0;
}