From 3931faba02b629af0805e3a419776a0e8e0d4c5e Mon Sep 17 00:00:00 2001
From: Monroe88 <wmsmart88@gmail.com>
Date: Sat, 24 Mar 2018 15:51:40 -0500
Subject: [PATCH] sameboy-lcd: Fix compilation on GLES

---
 handheld/shaders/sameboy-lcd.glsl | 44 +++++++++++++++----------------
 1 file changed, 22 insertions(+), 22 deletions(-)

diff --git a/handheld/shaders/sameboy-lcd.glsl b/handheld/shaders/sameboy-lcd.glsl
index 22320b0c..bdd3e573 100644
--- a/handheld/shaders/sameboy-lcd.glsl
+++ b/handheld/shaders/sameboy-lcd.glsl
@@ -121,27 +121,27 @@ uniform COMPAT_PRECISION float SCANLINE_DEPTH;
 void main()
 {
     vec2 pos = fract(vTexCoord * SourceSize.xy);
-    vec2 sub_pos = fract(vTexCoord * SourceSize.xy * 6);
+    vec2 sub_pos = fract(vTexCoord * SourceSize.xy * 6.0);
     
     vec4 center = COMPAT_TEXTURE(Source, vTexCoord);
-    vec4 left = COMPAT_TEXTURE(Source, vTexCoord - vec2(1.0 / SourceSize.x, 0));
-    vec4 right = COMPAT_TEXTURE(Source, vTexCoord + vec2(1.0 / SourceSize.x, 0));
+    vec4 left = COMPAT_TEXTURE(Source, vTexCoord - vec2(1.0 / SourceSize.x, 0.0));
+    vec4 right = COMPAT_TEXTURE(Source, vTexCoord + vec2(1.0 / SourceSize.x, 0.0));
     
     if (pos.y < 1.0 / 6.0) {
-        center = mix(center, COMPAT_TEXTURE(Source, vTexCoord + vec2(0, -1.0 / SourceSize.y)), 0.5 - sub_pos.y / 2.0);
+        center = mix(center, COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, -1.0 / SourceSize.y)), 0.5 - sub_pos.y / 2.0);
         left =   mix(left,   COMPAT_TEXTURE(Source, vTexCoord + vec2(-1.0 / SourceSize.x, -1.0 / SourceSize.y)), 0.5 - sub_pos.y / 2.0);
         right =  mix(right,  COMPAT_TEXTURE(Source, vTexCoord + vec2( 1.0 / SourceSize.x, -1.0 / SourceSize.y)), 0.5 - sub_pos.y / 2.0);
-        center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
-        left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
-        right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
+        center *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
+        left *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
+        right *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
     }
     else if (pos.y > 5.0 / 6.0) {
         center = mix(center, COMPAT_TEXTURE(Source, vTexCoord + vec2(0, 1.0 / SourceSize.y)), sub_pos.y / 2.0);
         left =   mix(left,   COMPAT_TEXTURE(Source, vTexCoord + vec2(-1.0 / SourceSize.x, 1.0 / SourceSize.y)), sub_pos.y / 2.0);
         right =  mix(right,  COMPAT_TEXTURE(Source, vTexCoord + vec2( 1.0 / SourceSize.x, 1.0 / SourceSize.y)), sub_pos.y / 2.0);
-        center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
-        left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
-        right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
+        center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
+        left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
+        right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
     }
     
     
@@ -150,33 +150,33 @@ void main()
     
     vec4 ret;
     if (pos.x < 1.0 / 6.0) {
-        ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
-                  vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW  * left.b, 1),
+        ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1.0),
+                  vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW  * left.b, 1.0),
                   sub_pos.x);
     }
     else if (pos.x < 2.0 / 6.0) {
-        ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW  * center.g, COLOR_LOW * left.b, 1),
-                  vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
+        ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW  * center.g, COLOR_LOW * left.b, 1.0),
+                  vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1.0),
                   sub_pos.x);
     }
     else if (pos.x < 3.0 / 6.0) {
-        ret = mix(vec4(COLOR_HIGH * center.r  , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
-                  vec4(COLOR_LOW  * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
+        ret = mix(vec4(COLOR_HIGH * center.r  , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1.0),
+                  vec4(COLOR_LOW  * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1.0),
                   sub_pos.x);
     }
     else if (pos.x < 4.0 / 6.0) {
-        ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW  * center.b, 1),
-                  vec4(COLOR_LOW * right.r   , COLOR_HIGH  * center.g, COLOR_HIGH * center.b, 1),
+        ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW  * center.b, 1.0),
+                  vec4(COLOR_LOW * right.r   , COLOR_HIGH  * center.g, COLOR_HIGH * center.b, 1.0),
                   sub_pos.x);
     }
     else if (pos.x < 5.0 / 6.0) {
-        ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g  , COLOR_HIGH * center.b, 1),
-                  vec4(COLOR_LOW * right.r, COLOR_LOW  * midright.g, COLOR_HIGH * center.b, 1),
+        ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g  , COLOR_HIGH * center.b, 1.0),
+                  vec4(COLOR_LOW * right.r, COLOR_LOW  * midright.g, COLOR_HIGH * center.b, 1.0),
                   sub_pos.x);
     }
     else {
-        ret = mix(vec4(COLOR_LOW  * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
-                  vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g  ,  COLOR_HIGH * center.b, 1),
+        ret = mix(vec4(COLOR_LOW  * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1.0),
+                  vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g  ,  COLOR_HIGH * center.b, 1.0),
                   sub_pos.x);
     }