Fix shader type mismatches (#311)
* Update opengl_fragment_shader.frag * Update opengl_vertex_shader.vert
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@@ -32,7 +32,7 @@ uniform sampler1DArray u_tex_lighting_lut;
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uniform uint u_picaRegs[0x200 - 0x48];
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uniform uint u_picaRegs[0x200 - 0x48];
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// Helper so that the implementation of u_pica_regs can be changed later
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// Helper so that the implementation of u_pica_regs can be changed later
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uint readPicaReg(uint reg_addr) { return u_picaRegs[reg_addr - 0x48]; }
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uint readPicaReg(uint reg_addr) { return u_picaRegs[reg_addr - 0x48u]; }
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vec4 tevSources[16];
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vec4 tevSources[16];
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vec4 tevNextPreviousBuffer;
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vec4 tevNextPreviousBuffer;
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@@ -27,7 +27,7 @@ uniform uint u_textureEnvColor[6];
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uniform uint u_picaRegs[0x200 - 0x48];
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uniform uint u_picaRegs[0x200 - 0x48];
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// Helper so that the implementation of u_pica_regs can be changed later
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// Helper so that the implementation of u_pica_regs can be changed later
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uint readPicaReg(uint reg_addr) { return u_picaRegs[reg_addr - 0x48]; }
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uint readPicaReg(uint reg_addr) { return u_picaRegs[reg_addr - 0x48u]; }
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vec4 abgr8888ToVec4(uint abgr) {
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vec4 abgr8888ToVec4(uint abgr) {
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const float scale = 1.0 / 255.0;
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const float scale = 1.0 / 255.0;
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