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authorClément Foucault <foucault.clem@gmail.com>2019-05-14 17:43:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-14 17:43:37 +0300
commit8437519d0282e4d6ccb2f22d042bcaba2ac7d603 (patch)
treef29372aefbeb3f9f01b64ca8885c685312d10a93 /source/blender
parent3db428406f69358f7bc81e8f757f733338236a29 (diff)
Fix Shader compilation error on MacOS & some other platform/driver
texture2D() is no longer supported by modern opengl, use texture() instead.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl2
5 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index 80fae9ab518..192720a4e98 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -103,7 +103,7 @@ vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
{
/* By convention image textures return scene linear colors, but
* grease pencil still works in srgb. */
- vec4 color = texture2D(tex, co);
+ vec4 color = texture(tex, co);
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
index 98c47b1f1f0..569a68679b4 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
@@ -61,7 +61,7 @@ vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
{
/* By convention image textures return scene linear colors, but
* grease pencil still works in srgb. */
- vec4 color = texture2D(tex, co);
+ vec4 color = texture(tex, co);
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
index 6b3fcad1240..a5580e305d6 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
@@ -41,7 +41,7 @@ vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
{
/* By convention image textures return scene linear colors, but
* grease pencil still works in srgb. */
- vec4 color = texture2D(tex, co);
+ vec4 color = texture(tex, co);
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
index dbc403dc39b..deb82a8904e 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -28,7 +28,7 @@ vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
{
/* By convention image textures return scene linear colors, but
* overlays still assume srgb. */
- vec4 color = texture2D(tex, co);
+ vec4 color = texture(tex, co);
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index 5d74213a445..4a3c5cb430c 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -30,7 +30,7 @@ vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
{
/* By convention image textures return scene linear colors, but
* overlays still assume srgb. */
- vec4 color = texture2D(tex, co);
+ vec4 color = texture(tex, co);
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);