"#ifdef USEPOSTPROCESSING\n"
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-" vec3 sobel = vec3(1.0);\n"
+" float sobel = 1.0;\n"
" // vec2 ts = textureSize(Texture_First, 0);\n"
" // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
" vec2 px = PixelSize;\n"
" float py4 = 1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
" float py5 = 2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
" float py6 = 1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
-" sobel = vec3(0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6));\n"
+" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"