PosterizationFilter shader fix for Mac

Actually I prefer using uniform float instead of uniform int.

Because it just consumes one uniform slot whether we use int or float.



[patch]

Index: src/core-data/Common/MatDefs/Post/Posterization.frag

===================================================================

— src/core-data/Common/MatDefs/Post/Posterization.frag (revision 7050)

+++ src/core-data/Common/MatDefs/Post/Posterization.frag (working copy)

@@ -9,9 +9,9 @@

vec4 texVal = texture2D(m_Texture, texCoord);



texVal = pow(texVal, vec4(m_Gamma));

  • texVal = texVal * m_NumColors;
  • texVal = texVal * vec4(m_NumColors);

    texVal = floor(texVal);
  • texVal = texVal / m_NumColors;
  • texVal = texVal / vec4(m_NumColors);

    texVal = pow(texVal, vec4(1.0/m_Gamma));



    gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength);



    [/patch]

committed. rev.7056

ok for commit :wink: