1
0
mirror of https://github.com/f4exb/sdrangel.git synced 2024-09-30 16:56:35 -04:00

Merge pull request #1759 from srcejon/fix_1757

Use texture() instead of texture2d() in v330 shaders
This commit is contained in:
Edouard Griffiths 2023-08-01 22:42:17 +02:00 committed by GitHub
commit 3134ada5f6
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -90,8 +90,8 @@ static const char* fragmentShaderSource =
" float tys = (texCoordVar.y + tlhh) * imh;\n" " float tys = (texCoordVar.y + tlhh) * imh;\n"
" float p1y = floor(tys) * tlh - tlhh;\n" " float p1y = floor(tys) * tlh - tlhh;\n"
" float p3y = p1y + tlh;\n" " float p3y = p1y + tlh;\n"
" float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n" " float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n"
" float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n" " float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n"
" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n" " float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n" " float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n" " float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"