diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 18:02:32 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 18:09:12 +0300 |
commit | 648f2a61ada53e07162efcf117e8b0269a55f5a8 (patch) | |
tree | bc80c48cb2d277a79ba62f800e5122b6615c811d /source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl | |
parent | fa47437426b8e4d72d15bcf3517b31c4202c095c (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.glsl | 3 |
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)))); |