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Use texture() instead of texture2d() in v330 shaders, so they work on Mac
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@ -90,8 +90,8 @@ static const char* fragmentShaderSource =
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" float tys = (texCoordVar.y + tlhh) * imh;\n"
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" float p1y = floor(tys) * tlh - tlhh;\n"
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" float p3y = p1y + tlh;\n"
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" float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n"
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" float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n"
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" float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n"
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" float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n"
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" float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n"
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" float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n"
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" float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"
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