Fixed an issue in the fog filter's shader that was preventing it to run on android
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@ -6,10 +6,10 @@ uniform vec4 m_FogColor;
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uniform float m_FogDensity;
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uniform float m_FogDensity;
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uniform float m_FogDistance;
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uniform float m_FogDistance;
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vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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void main() {
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void main() {
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vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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vec4 texVal = texture2D(m_Texture, texCoord);
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vec4 texVal = texture2D(m_Texture, texCoord);
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float fogVal =texture2D(m_DepthTexture,texCoord).r;
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float fogVal =texture2D(m_DepthTexture,texCoord).r;
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float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));
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float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));
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@ -10,10 +10,10 @@ uniform float m_FogDistance;
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in vec2 texCoord;
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in vec2 texCoord;
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out vec4 fragColor;
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out vec4 fragColor;
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vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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void main() {
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void main() {
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vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
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vec4 texVal = getColor(m_Texture, texCoord);
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vec4 texVal = getColor(m_Texture, texCoord);
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float fogVal = getDepth(m_DepthTexture,texCoord).r;
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float fogVal = getDepth(m_DepthTexture,texCoord).r;
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float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));
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float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));
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