changes to librw layer, GLES now runtime choice
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@@ -2,17 +2,18 @@ uniform sampler2D tex0;
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uniform vec3 u_contrastAdd;
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uniform vec3 u_contrastMult;
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in vec4 v_color;
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in vec2 v_tex0;
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in float v_fog;
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out vec4 color;
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FSIN vec4 v_color;
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FSIN vec2 v_tex0;
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FSIN float v_fog;
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void
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main(void)
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{
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vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 color;
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color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
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color.a = 1.0f;
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FRAGCOLOR(color);
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}
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