Fix shader code. Thanks Mesa!
On the other hand, the kind of shit fglrx just lets through boggles the mind.
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					 5 changed files with 11 additions and 11 deletions
				
			
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			@ -21,10 +21,10 @@ void main()
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	vec4 resFrag;
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	float ab = opacity;
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	const float as = srcFrag.a;
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	const float ad = dstFrag.a;
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	float as = srcFrag.a;
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	float ad = dstFrag.a;
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	const float at = ab*as;
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	float at = ab*as;
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	resFrag.a = at + ad - ad*at;
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	resFrag.rgb = mix(dstFrag.rgb, srcFrag.rgb, ab*as);
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			@ -14,6 +14,6 @@ void main()
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	gl_Position = projMat * vec4(position, 0, 1);
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	v_texCoord = texCoord * texSizeInv;
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	v_blurCoord[0] = vec2(texCoord.x-1, texCoord.y) * texSizeInv;
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	v_blurCoord[1] = vec2(texCoord.x+1, texCoord.y) * texSizeInv;
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	v_blurCoord[0] = vec2(texCoord.x-1.0, texCoord.y) * texSizeInv;
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	v_blurCoord[1] = vec2(texCoord.x+1.0, texCoord.y) * texSizeInv;
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}
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			@ -14,6 +14,6 @@ void main()
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	gl_Position = projMat * vec4(position, 0, 1);
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	v_texCoord = texCoord * texSizeInv;
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	v_blurCoord[0] = vec2(texCoord.x, texCoord.y-1) * texSizeInv;
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	v_blurCoord[1] = vec2(texCoord.x, texCoord.y+1) * texSizeInv;
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	v_blurCoord[0] = vec2(texCoord.x, texCoord.y-1.0) * texSizeInv;
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	v_blurCoord[1] = vec2(texCoord.x, texCoord.y+1.0) * texSizeInv;
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}
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			@ -9,7 +9,7 @@ uniform vec4 flash;
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varying vec2 v_texCoord;
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const vec3 lumaF = { .299, .587, .114 };
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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{
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			@ -17,7 +17,7 @@ void main()
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	vec4 frag = texture2D(texture, v_texCoord);
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	/* Apply gray */
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	const float luma = dot(frag.rgb, lumaF);
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	float luma = dot(frag.rgb, lumaF);
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	frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
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	/* Apply tone */
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			@ -11,7 +11,7 @@ uniform float bushOpacity;
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varying vec2 v_texCoord;
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const vec3 lumaF = { .299, .587, .114 };
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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{
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			@ -19,7 +19,7 @@ void main()
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	vec4 frag = texture2D(texture, v_texCoord);
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	/* Apply gray */
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	const float luma = dot(frag.rgb, lumaF);
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	float luma = dot(frag.rgb, lumaF);
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	frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
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	/* Apply tone */
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