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authorMike Erwin <significant.bit@gmail.com>2017-04-21 22:48:56 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-21 22:48:56 +0300
commitdcda9b41365eea4b725d941f34179b4e1da3bb8d (patch)
tree08a87adf8d7cfc5e6e99198c01785a4d1dfd257a
parent8ac1f03f411c98efe4ca4d568a2b231ff59b2505 (diff)
Eevee/OpenGL: fix shader for core profile
-rw-r--r--source/blender/draw/engines/eevee/shaders/probe_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/probe_frag.glsl b/source/blender/draw/engines/eevee/shaders/probe_frag.glsl
index 1a2d2f48989..9afdb33b583 100644
--- a/source/blender/draw/engines/eevee/shaders/probe_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/probe_frag.glsl
@@ -13,7 +13,7 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
float u = -atan(nco.y, nco.x) / (2.0 * 3.1415) + 0.5;
float v = atan(nco.z, hypot(nco.x, nco.y)) / 3.1415 + 0.5;
- color = texture2D(ima, vec2(u, v));
+ color = texture(ima, vec2(u, v));
}
void main() {
@@ -23,4 +23,4 @@ void main() {
dist = (dist > 0.99) ? 1e1 : 0.0;
FragColor = vec4(dist,dist,dist, 1.0);
node_tex_environment_equirectangular(L, probeLatLong, FragColor);
-} \ No newline at end of file
+}