diff options
| -rw-r--r-- | examples/resources/shaders/glsl100/bloom.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl100/grayscale.fs | 2 | ||||
| -rw-r--r-- | shaders/glsl100/bloom.fs | 2 | ||||
| -rw-r--r-- | shaders/glsl100/grayscale.fs | 2 |
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)); |
