Fixing some implicit casts. These must be ignored
in GLSL 1.5 but with older GLSL spec'ed I was getting implicit cast errors. I believe these are harmless if not needed but I'm not sure if there are hidden ramifications. This looks more correct to my eyes. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10866 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -18,16 +18,16 @@ uniform int m_NumSamplesDepth;
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// NOTE: Only define multisample functions if multisample is available and is being used!
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// NOTE: Only define multisample functions if multisample is available and is being used!
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#if defined(GL_ARB_texture_multisample) && (defined(RESOLVE_MS) || defined(RESOLVE_DEPTH_MS))
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#if defined(GL_ARB_texture_multisample) && (defined(RESOLVE_MS) || defined(RESOLVE_DEPTH_MS))
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vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
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vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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ivec2 iTexC = ivec2(texC * vec2(textureSize(tex)));
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vec4 color = vec4(0.0);
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vec4 color = vec4(0.0);
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for (int i = 0; i < numSamples; i++){
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for (int i = 0; i < numSamples; i++){
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color += texelFetch(tex, iTexC, i);
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color += texelFetch(tex, iTexC, i);
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}
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}
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return color / numSamples;
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return color / float(numSamples);
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}
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}
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vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
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vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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ivec2 iTexC = ivec2(texC * vec2(textureSize(tex)));
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return texelFetch(tex, iTexC, sample);
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return texelFetch(tex, iTexC, sample);
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}
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}
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@ -36,7 +36,7 @@ vec4 getColor(in sampler2DMS tex, in vec2 texC){
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}
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}
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vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
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vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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ivec2 iTexC = ivec2(texC * vec2(textureSize(tex)));
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return texelFetch(tex, iTexC, 0);
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return texelFetch(tex, iTexC, 0);
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}
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}
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