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Fix monochrome shaders for GLES2
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@ -89,18 +89,32 @@ namespace glsl {
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public:
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MonochromeFragmentShader(const opengl::GLInfo & _glinfo)
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{
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m_part =
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"uniform sampler2D uColorImage; \n"
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"OUT lowp vec4 fragColor; \n"
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"void main() \n"
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"{ \n"
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" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" lowp vec4 tex = texelFetch(uColorImage, coord, 0); \n"
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//" lowp float c = (tex.r + tex.g + tex.b) / 3.0f; \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex);\n"
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" fragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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if (_glinfo.isGLES2) {
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m_part =
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"uniform sampler2D uColorImage; \n"
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"uniform mediump vec2 uScreenSize; \n"
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"void main() \n"
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"{ \n"
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" mediump vec2 coord = gl_FragCoord.xy/uScreenSize; \n"
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" lowp vec4 tex = texture2D(uColorImage, coord); \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex); \n"
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" gl_FragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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} else {
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m_part =
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"uniform sampler2D uColorImage; \n"
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"OUT lowp vec4 fragColor; \n"
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"void main() \n"
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"{ \n"
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" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" lowp vec4 tex = texelFetch(uColorImage, coord, 0); \n"
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//" lowp float c = (tex.r + tex.g + tex.b) / 3.0f; \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex);\n"
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" fragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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}
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}
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};
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