Merge "Change the dither texture's swizzling" into jb-mr2-dev
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@@ -38,6 +38,10 @@ void Dither::bindDitherTexture() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (useFloatTexture) {
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// We use a R16F texture, let's remap the alpha channel to the
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// red channel to avoid changing the shader sampling code on GL ES 3.0+
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
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float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE);
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const GLfloat pattern[] = {
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0 * dither, 8 * dither, 2 * dither, 10 * dither,
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@@ -186,7 +186,7 @@ const char* gFS_Main_Dither[2] = {
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// ES 2.0
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"texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
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// ES 3.0
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"texture2D(ditherSampler, ditherTexCoords).r"
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"texture2D(ditherSampler, ditherTexCoords).a"
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};
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const char* gFS_Main_AddDitherToGradient =
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" gradientColor += %s;\n";
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