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34bc14e75d
Most of our shaders relied on implicit int->float conversions. This fixes the assumption that this is allowed
26 lines
346 B
GLSL
26 lines
346 B
GLSL
uniform sampler2D samp9;
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out vec4 ocol0;
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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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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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if (c0.r < 0.3 || c0.b > 0.5)
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{
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blue = c0.r + c0.b;
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red = c0.g + c0.b / 2.0;
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}
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else
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{
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red = c0.g + c0.b;
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green = c0.r + c0.b;
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}
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ocol0 = vec4(red, green, blue, 1.0);
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}
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