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-rw-r--r--examples/resources/shaders/glsl100/bloom.fs2
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs2
-rw-r--r--shaders/glsl100/bloom.fs2
-rw-r--r--shaders/glsl100/grayscale.fs2
4 files changed, 4 insertions, 4 deletions
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
index 280d2fb6..128736f2 100644
--- a/examples/resources/shaders/glsl100/bloom.fs
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -26,7 +26,7 @@ void main()
}
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
index f92ec335..cf857488 100644
--- a/examples/resources/shaders/glsl100/grayscale.fs
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -15,7 +15,7 @@ uniform vec4 fragTintColor;
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs
index 280d2fb6..128736f2 100644
--- a/shaders/glsl100/bloom.fs
+++ b/shaders/glsl100/bloom.fs
@@ -26,7 +26,7 @@ void main()
}
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
diff --git a/shaders/glsl100/grayscale.fs b/shaders/glsl100/grayscale.fs
index c76dd8af..15174ea5 100644
--- a/shaders/glsl100/grayscale.fs
+++ b/shaders/glsl100/grayscale.fs
@@ -15,7 +15,7 @@ uniform vec4 colDiffuse;
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));