Added missed imports. (#691)
Used GLSL compat on the post shadow filter
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Hdr.glsllib"
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uniform sampler2D m_Texture;
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Hdr.glsllib"
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varying vec2 texCoord;
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Shadows.glsllib"
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#if defined(PSSM) || defined(FADE)
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varying float shadowPosition;
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#endif
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Shadows.glsllib"
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uniform sampler2D m_Texture;
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@ -42,7 +42,7 @@ MaterialDef Post Shadow {
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}
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Technique {
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VertexShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.vert
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VertexShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter.vert
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FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.frag
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WorldParameters {
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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attribute vec4 inPosition;
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attribute vec2 inTexCoord;
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varying vec2 texCoord;
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/MultiSample.glsllib"
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#import "Common/ShaderLib/Shadows.glsllib"
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uniform COLORTEXTURE m_Texture;
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uniform DEPTHTEXTURE m_DepthTexture;
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uniform mat4 m_ViewProjectionMatrixInverse;
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uniform vec4 m_ViewProjectionMatrixRow2;
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in vec2 texCoord;
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out vec4 outFragColor;
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varying vec2 texCoord;
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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@ -134,18 +133,17 @@ vec4 main_multiSample(in int numSample){
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return color * vec4(shadow, shadow, shadow, 1.0);
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}
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void main(){
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void main() {
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#ifdef RESOLVE_MS
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vec4 color = vec4(0.0);
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for (int i = 0; i < m_NumSamples; i++){
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color += main_multiSample(i);
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}
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outFragColor = color / m_NumSamples;
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gl_FragColor = color / m_NumSamples;
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#else
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outFragColor = main_multiSample(0);
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gl_FragColor = main_multiSample(0);
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#endif
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}
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@ -1,10 +0,0 @@
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in vec4 inPosition;
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in vec2 inTexCoord;
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out vec2 texCoord;
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void main() {
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vec2 pos = inPosition.xy * 2.0 - 1.0;
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gl_Position = vec4(pos, 0.0, 1.0);
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texCoord = inTexCoord;
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}
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