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authorMike Erwin <significant.bit@gmail.com>2017-05-19 18:02:32 +0300
committerMike Erwin <significant.bit@gmail.com>2017-05-19 18:09:12 +0300
commit648f2a61ada53e07162efcf117e8b0269a55f5a8 (patch)
treebc80c48cb2d277a79ba62f800e5122b6615c811d /source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
parentfa47437426b8e4d72d15bcf3517b31c4202c095c (diff)
OpenGL: convert old texture2D calls in built-in shaders
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
index 3cd4b3f2fa0..bcbe1f577fd 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -1,7 +1,6 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform float znear;
uniform float zfar;
@@ -9,7 +8,7 @@ uniform sampler2D image;
void main()
{
- float depth = texture2D(image, texCoord_interp).r;
+ float depth = texture(image, texCoord_interp).r;
/* normalize */
fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));