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 committed 2014-05-05 15:59:49 -05:00
1 parent 2f92b82b29
commit 34bc14e75d
21 files changed
+123 -123

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@@ -10,7 +10,7 @@ void main()
float green = 0.0;
if (c0.r < 0.35 || c0.b > 0.35)
green = c0.g + (c0.b / 2);
green = c0.g + (c0.b / 2.0);
else
red = c0.r + 0.4;
ocol0 = vec4(red, green, 0.0, 1.0);