fix: shader auf #version 300 es korrigiert (hyprshade-Standard)
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@@ -1,12 +1,15 @@
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precision mediump float;
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#version 300 es
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varying vec2 v_texcoord;
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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uniform sampler2D tex;
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out vec4 fragColor;
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// Wärmefilter ~3500K: weniger Blau, leicht mehr Rot
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// Wärmefilter ~3500K: weniger Blau, leicht mehr Rot
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void main() {
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void main() {
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vec4 c = texture2D(tex, v_texcoord);
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vec4 c = texture(tex, v_texcoord);
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c.r = min(c.r * 1.06, 1.0);
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c.r = min(c.r * 1.06, 1.0);
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c.g = c.g * 0.96;
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c.g = c.g * 0.96;
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c.b = c.b * 0.72;
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c.b = c.b * 0.72;
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gl_FragColor = c;
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fragColor = c;
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}
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}
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