Fix array initialization on Intel. Thankfully NVIDIA also accepts this syntax. If AMD expects something else I'll be pissed.
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b6f74dc880
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5 changed files with 13 additions and 13 deletions
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@ -4,7 +4,7 @@
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*/
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void main()
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{
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float gauss4[4] = { 0.270682, 0.216745, 0.111281, 0.036633 };
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float gauss4[4] = float4[]( 0.270682, 0.216745, 0.111281, 0.036633 );
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 bresl = textureSize(InputTexture,0);
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@ -6,8 +6,8 @@ void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 ofs[16] =
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{
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vec2 ofs[16] = vec2[]
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(
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vec2(1.0,1.0), vec2(-1.0,-1.0),
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vec2(-1.0,1.0), vec2(1.0,-1.0),
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@ -19,7 +19,7 @@ void main()
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vec2(1.41,1.41), vec2(-1.41,-1.41),
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vec2(-1.41,1.41), vec2(1.41,-1.41)
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};
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);
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bof = (1.0/bresl)*bssblurradius;
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for ( int i=0; i<16; i++ ) res.rgb += texture(InputTexture,coord+ofs[i]*bof).rgb;
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@ -6,14 +6,14 @@ void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 ofs[8] =
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{
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vec2 ofs[8] = vec2[]
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(
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vec2(1.0,1.0), vec2(-1.0,-1.0),
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vec2(-1.0,1.0), vec2(1.0,-1.0),
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vec2(1.41,1.41), vec2(-1.41,-1.41),
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vec2(-1.41,1.41), vec2(1.41,-1.41)
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};
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);
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bof = (1.0/bresl)*bsssharpradius;
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vec4 tcol = res;
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@ -51,9 +51,9 @@ void main()
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int ph = 0, sh = 0;
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float pv = 0.0, sv = 0.0;
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bool usesh = false;
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float hues[6] = {hshue_r,hshue_y,hshue_g,hshue_c,hshue_b,hshue_m};
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float sats[6] = {hssat_r,hssat_y,hssat_g,hssat_c,hssat_b,hssat_m};
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float vals[6] = {hsval_r,hsval_y,hsval_g,hsval_c,hsval_b,hsval_m};
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float hues[6] = float[](hshue_r,hshue_y,hshue_g,hshue_c,hshue_b,hshue_m);
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float sats[6] = float[](hssat_r,hssat_y,hssat_g,hssat_c,hssat_b,hssat_m);
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float vals[6] = float[](hsval_r,hsval_y,hsval_g,hsval_c,hsval_b,hsval_m);
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float v;
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for ( float h=0.0; h<7.0; h+=1.0 )
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{
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@ -5,8 +5,8 @@
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void main()
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{
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#define d(x) x/64.0
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float dither8[64] =
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{
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float dither8[64] = float[]
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(
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d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
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d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
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d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
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@ -15,7 +15,7 @@ void main()
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d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
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d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
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d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
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};
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);
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#undef d
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vec2 coord = TexCoord;
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vec2 sfact = textureSize(InputTexture,0);
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