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shaders: Fix the usage of the Cogl GLSL variables
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@ -62,12 +62,12 @@ static const gchar *box_blur_glsl_shader =
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"\n"
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"vec4 get_rgba_rel (sampler2D source, float dx, float dy)\n"
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"{\n"
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" return texture2D (tex, cogl_tex_coord[0].st + vec2 (dx, dy) * 2.0);\n"
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" return texture2D (tex, cogl_tex_coord_in[0].st + vec2 (dx, dy) * 2.0);\n"
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"}\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" color += get_rgba_rel (tex, -x_step, -y_step);\n"
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" color += get_rgba_rel (tex, 0.0, -y_step);\n"
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" color += get_rgba_rel (tex, x_step, -y_step);\n"
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@ -89,7 +89,7 @@ static const gchar *colorize_glsl_shader =
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
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" cogl_color_out = vec4 (gray * tint, color.a);\n"
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"}\n";
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@ -100,7 +100,7 @@ static const gchar *desaturate_glsl_shader =
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
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" color.rgb = desaturate (color.rgb, factor);\n"
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" cogl_color_out = color;\n"
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"}\n";
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