summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 8797f89e4c..55e45ce0af 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -144,7 +144,7 @@ vec2 getScreenCoordinate(vec2 screenpos)
// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
vec3 getNorm(vec2 screenpos)
{
- vec2 enc = texture2D(normalMap, screenpos.xy).xy;
+ vec2 enc = texture(normalMap, screenpos.xy).xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
@@ -170,7 +170,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
// See: C++: addDeferredAttachments(), GLSL: softenLightF
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
{
- vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy);
+ vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
n = getNormalFromPacked( packedNormalEnvIntensityFlags );
envIntensity = packedNormalEnvIntensityFlags.z;
return packedNormalEnvIntensityFlags;
@@ -190,7 +190,7 @@ float linearDepth01(float d, float znear, float zfar)
float getDepth(vec2 pos_screen)
{
- float depth = texture2D(depthMap, pos_screen).r;
+ float depth = texture(depthMap, pos_screen).r;
return depth;
}
@@ -199,7 +199,7 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod)
#ifndef FXAA_GLSL_120
vec4 ret = textureLod(projectionMap, tc, lod);
#else
- vec4 ret = texture2D(projectionMap, tc);
+ vec4 ret = texture(projectionMap, tc);
#endif
ret.rgb = srgb_to_linear(ret.rgb);
@@ -215,7 +215,7 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod)
#ifndef FXAA_GLSL_120
vec4 ret = textureLod(projectionMap, tc, lod);
#else
- vec4 ret = texture2D(projectionMap, tc);
+ vec4 ret = texture(projectionMap, tc);
#endif
ret.rgb = srgb_to_linear(ret.rgb);
@@ -262,7 +262,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod)
#ifndef FXAA_GLSL_120
vec4 ret = textureLod(projectionMap, tc, lod);
#else
- vec4 ret = texture2D(projectionMap, tc);
+ vec4 ret = texture(projectionMap, tc);
#endif
ret.rgb = srgb_to_linear(ret.rgb);