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https://github.com/gnif/LookingGlass.git
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[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.
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@ -1,9 +1,9 @@
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highp vec4 cbTransform(highp vec4 color, int cbMode)
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vec4 cbTransform(vec4 color, int cbMode)
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{
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{
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highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
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float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
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highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
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float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
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highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
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float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
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highp float l, m, s;
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float l, m, s;
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if (cbMode == 1) // Protanope
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if (cbMode == 1) // Protanope
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{
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{
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@ -24,7 +24,7 @@ highp vec4 cbTransform(highp vec4 color, int cbMode)
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s = -0.395913 * L + 0.801109 * M + 0.0 * S;
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s = -0.395913 * L + 0.801109 * M + 0.0 * S;
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}
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}
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highp vec4 error;
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vec4 error;
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error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
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error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
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error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
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error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
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error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
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error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);
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@ -1,12 +1,13 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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layout(location = 1) in vec2 vertexUV;
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uniform vec4 mouse;
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uniform vec4 mouse;
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uniform lowp int rotate;
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uniform int rotate;
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out highp vec2 uv;
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out vec2 uv;
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void main()
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void main()
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{
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{
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@ -1,13 +1,14 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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in highp vec2 uv;
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in vec2 uv;
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out highp vec4 color;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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void main()
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void main()
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{
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{
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highp vec4 tmp = texture(sampler1, uv);
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vec4 tmp = texture(sampler1, uv);
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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discard;
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discard;
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color = tmp;
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color = tmp;
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@ -1,13 +1,13 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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#include "color_blind.h"
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#include "color_blind.h"
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in highp vec2 uv;
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in vec2 uv;
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out highp vec4 color;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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uniform lowp int rotate;
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uniform int cbMode;
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uniform int cbMode;
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void main()
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void main()
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@ -1,6 +1,7 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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out highp vec4 color;
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out vec4 color;
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void main()
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void main()
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{
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{
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@ -1,9 +1,10 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 vertex;
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layout(location = 0) in vec2 vertex;
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out highp vec2 uv;
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out vec2 uv;
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uniform highp vec2 desktopSize;
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uniform vec2 desktopSize;
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uniform mat3x2 transform;
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uniform mat3x2 transform;
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void main()
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void main()
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@ -1,4 +1,5 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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#define EGL_SCALE_AUTO 0
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#define EGL_SCALE_AUTO 0
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#define EGL_SCALE_NEAREST 1
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#define EGL_SCALE_NEAREST 1
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@ -7,16 +8,16 @@
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#include "color_blind.h"
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#include "color_blind.h"
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in highp vec2 uv;
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in vec2 uv;
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out highp vec4 color;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform int scaleAlgo;
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uniform highp ivec2 textureSize;
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uniform ivec2 textureSize;
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uniform highp float nvGain;
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uniform float nvGain;
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uniform int cbMode;
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uniform int cbMode;
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void main()
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void main()
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{
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{
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@ -1,7 +1,8 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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in highp vec3 pos;
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in vec3 pos;
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out highp vec4 color;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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@ -1,8 +1,9 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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out highp vec3 pos;
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out vec3 pos;
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void main()
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void main()
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{
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{
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@ -1,6 +1,7 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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out highp vec4 color;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform sampler2D sampler1;
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