Improve compatibility with GLES back-end
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@@ -8,11 +8,9 @@ import org.openrndr.draw.ColorType
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import org.openrndr.draw.colorBuffer
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import org.openrndr.draw.isolatedWithTarget
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import org.openrndr.draw.renderTarget
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.noise.Random
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import org.openrndr.math.Polar
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import org.openrndr.math.clamp
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import org.openrndr.math.mix
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import org.openrndr.poissonfill.PoissonFill
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import org.openrndr.shape.Rectangle
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import kotlin.math.sin
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@@ -25,7 +23,7 @@ fun main() {
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val dry = renderTarget(width, height) {
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colorBuffer(type = ColorType.FLOAT32)
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}
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val wet = colorBuffer(width, height)
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val wet = colorBuffer(width, height, type = ColorType.FLOAT32)
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val fx = PoissonFill()
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@@ -1,7 +1,4 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/downscale.frag
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#version 330
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in vec2 v_texCoord0;
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uniform vec2 targetSize;
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@@ -43,7 +40,8 @@ void main(){
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continue;
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//accum = vec4(1.0, 0.0, 0.0, 1.0);
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}
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accum += h1[dx+2] * h1[dy+2] * texelFetch(tex0, newPix,0);
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accum += h1[dx+2] * h1[dy+2] * texelFetch(tex0, newPix,0
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);
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}
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}
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o_output = accum;
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@@ -1,7 +1,5 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-boundary.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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@@ -1,7 +1,5 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-combine.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // result of pyramid convolution
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@@ -1,7 +1,5 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/filter.frag
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#version 330
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//layout(binding = 0) uniform sampler2D screenTexture; ///< Level to filter.
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uniform sampler2D tex0;
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@@ -24,7 +22,7 @@ void main(){
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vec4 accum = vec4(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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ivec2 coords = ivec2(v_texCoord0 * size);
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ivec2 coords = ivec2(v_texCoord0 * vec2(size));
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for(int dy = -1; dy <=1; dy++){
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for(int dx = -1; dx <=1; dx++){
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@@ -1,7 +1,5 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/upscale.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; ///< Current h1 filtered level.
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@@ -27,7 +25,7 @@ bool isOutside(ivec2 pos, ivec2 size){
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void main(){
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vec4 accum = vec4(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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ivec2 coords = ivec2(v_texCoord0 * size);
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ivec2 coords = ivec2(v_texCoord0 * vec2(size));
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for(int dy = -1; dy <=1; dy++){
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for(int dx = -1; dx <=1; dx++){
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