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https://github.com/blawar/GLideN64.git
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Fix shader compilation errors in GLSL ES
-Added missing precisions -Removed explicit floats -Explicit cast get_texture_size to vec2
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@ -368,12 +368,12 @@ namespace glsl {
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" \n"
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"mediump vec2 norm2denorm(sampler2D tex, mediump vec2 uv) \n"
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"{ \n"
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" return uv * get_texture_size(tex) - 0.5f; \n"
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" return uv * vec2(get_texture_size(tex)) - 0.5; \n"
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"} \n"
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" \n"
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"mediump vec2 denorm2norm(sampler2D tex, mediump vec2 denorm_uv) \n"
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"{ \n"
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" return (denorm_uv + 0.5f) / get_texture_size(tex); \n"
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" return (denorm_uv + 0.5) / vec2(get_texture_size(tex)); \n"
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"} \n"
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" \n"
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"mediump vec4 hybridFilter(sampler2D tex, mediump vec2 uv) \n"
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@ -398,21 +398,21 @@ namespace glsl {
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" \n"
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" // Here, fwidth() is used to estimte how much denorm_uv changes per fragment.\n"
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" // But we divide it by 2, since fwidth() is adding abs(dx) + abs(dy). \n"
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" mediump vec2 fragment_size = fwidth(denorm_uv) / 2.0f; \n"
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" mediump vec2 fragment_size = fwidth(denorm_uv) / 2.0; \n"
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" \n"
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" // Only do this if fragment is smaller than 1 texel. \n"
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" if (fragment_size.s < 1.0f) { \n"
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" if (fragment_size.s < 1.0) { \n"
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" // don't make the transition more than one fragment (+/- 0.5 fragment) \n"
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" float radius = min(fragment_size.s, 0.5f); \n"
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" ratio.s = smoothstep(0.5f - radius, \n"
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" 0.5f + radius, \n"
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" mediump float radius = min(fragment_size.s, 0.5); \n"
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" ratio.s = smoothstep(0.5 - radius, \n"
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" 0.5 + radius, \n"
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" ratio.s); \n"
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" } \n"
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" if (fragment_size.t < 1.0f) { \n"
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" if (fragment_size.t < 1.0) { \n"
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" // don't make the transition more than one fragment (+/- 0.5 fragment) \n"
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" float radius = min(fragment_size.t, 0.5f); \n"
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" ratio.t = smoothstep(0.5f - radius, \n"
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" 0.5f + radius, \n"
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" mediump float radius = min(fragment_size.t, 0.5); \n"
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" ratio.t = smoothstep(0.5 - radius, \n"
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" 0.5 + radius, \n"
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" ratio.t); \n"
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" } \n"
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" \n"
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