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543c97987b
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.
20 lines
256 B
GLSL
20 lines
256 B
GLSL
#version 300 es
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precision mediump float;
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#include "color_blind.h"
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform int cbMode;
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void main()
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{
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color = texture(sampler1, uv);
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if (cbMode > 0)
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color = cbTransform(color, cbMode);
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}
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