mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 05:53:40 +00:00
[client] egl: remove needless precision quantifiers
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
This commit is contained in:
parent
06da52acfc
commit
543c97987b
@ -1,9 +1,9 @@
|
|||||||
highp vec4 cbTransform(highp vec4 color, int cbMode)
|
vec4 cbTransform(vec4 color, int cbMode)
|
||||||
{
|
{
|
||||||
highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
|
float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
|
||||||
highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
|
float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
|
||||||
highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
|
float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
|
||||||
highp float l, m, s;
|
float l, m, s;
|
||||||
|
|
||||||
if (cbMode == 1) // Protanope
|
if (cbMode == 1) // Protanope
|
||||||
{
|
{
|
||||||
@ -24,7 +24,7 @@ highp vec4 cbTransform(highp vec4 color, int cbMode)
|
|||||||
s = -0.395913 * L + 0.801109 * M + 0.0 * S;
|
s = -0.395913 * L + 0.801109 * M + 0.0 * S;
|
||||||
}
|
}
|
||||||
|
|
||||||
highp vec4 error;
|
vec4 error;
|
||||||
error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
|
error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
|
||||||
error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
|
error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
|
||||||
error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
|
error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
|
||||||
|
@ -1,12 +1,13 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||||
layout(location = 1) in vec2 vertexUV;
|
layout(location = 1) in vec2 vertexUV;
|
||||||
|
|
||||||
uniform vec4 mouse;
|
uniform vec4 mouse;
|
||||||
uniform lowp int rotate;
|
uniform int rotate;
|
||||||
|
|
||||||
out highp vec2 uv;
|
out vec2 uv;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -1,13 +1,14 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
in highp vec2 uv;
|
in vec2 uv;
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D sampler1;
|
uniform sampler2D sampler1;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
highp vec4 tmp = texture(sampler1, uv);
|
vec4 tmp = texture(sampler1, uv);
|
||||||
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
|
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
|
||||||
discard;
|
discard;
|
||||||
color = tmp;
|
color = tmp;
|
||||||
|
@ -1,13 +1,13 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
#include "color_blind.h"
|
#include "color_blind.h"
|
||||||
|
|
||||||
in highp vec2 uv;
|
in vec2 uv;
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D sampler1;
|
uniform sampler2D sampler1;
|
||||||
|
|
||||||
uniform lowp int rotate;
|
|
||||||
uniform int cbMode;
|
uniform int cbMode;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -1,9 +1,10 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
layout(location = 0) in vec2 vertex;
|
layout(location = 0) in vec2 vertex;
|
||||||
out highp vec2 uv;
|
out vec2 uv;
|
||||||
|
|
||||||
uniform highp vec2 desktopSize;
|
uniform vec2 desktopSize;
|
||||||
uniform mat3x2 transform;
|
uniform mat3x2 transform;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -1,4 +1,5 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
#define EGL_SCALE_AUTO 0
|
#define EGL_SCALE_AUTO 0
|
||||||
#define EGL_SCALE_NEAREST 1
|
#define EGL_SCALE_NEAREST 1
|
||||||
@ -7,16 +8,16 @@
|
|||||||
|
|
||||||
#include "color_blind.h"
|
#include "color_blind.h"
|
||||||
|
|
||||||
in highp vec2 uv;
|
in vec2 uv;
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D sampler1;
|
uniform sampler2D sampler1;
|
||||||
|
|
||||||
uniform int scaleAlgo;
|
uniform int scaleAlgo;
|
||||||
uniform highp ivec2 textureSize;
|
uniform ivec2 textureSize;
|
||||||
|
|
||||||
uniform highp float nvGain;
|
uniform float nvGain;
|
||||||
uniform int cbMode;
|
uniform int cbMode;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -1,7 +1,8 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
in highp vec3 pos;
|
in vec3 pos;
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D sampler1;
|
uniform sampler2D sampler1;
|
||||||
|
|
||||||
|
@ -1,8 +1,9 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||||
|
|
||||||
out highp vec3 pos;
|
out vec3 pos;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
#version 300 es
|
#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
out highp vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D sampler1;
|
uniform sampler2D sampler1;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user