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[client] egl: rework egl to accomodate post-processing filtering
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@@ -3,11 +3,15 @@
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layout(location = 0) in vec2 vertex;
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out highp vec2 uv;
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uniform highp vec2 uvScale;
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uniform highp vec2 size;
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uniform mat3x2 transform;
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void main()
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{
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highp vec2 uvScale;
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gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
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uvScale.x = 1.0 / size.x;
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uvScale.y = 1.0 / size.y;
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uv = vertex * uvScale;
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}
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@@ -13,7 +13,6 @@ uniform sampler2D sampler1;
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uniform int scaleAlgo;
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uniform highp vec2 size;
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uniform int nv;
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uniform highp float nvGain;
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uniform int cbMode;
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@@ -67,7 +66,7 @@ void main()
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color.b += (error.r * 0.7) + (error.b * 1.0);
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}
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if (nv == 1)
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if (nvGain > 0.0)
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{
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highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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color *= 1.0 + lumi;
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