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path: root/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 8e5a6c90e0..faa273b834 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -62,7 +62,7 @@ uniform mat3 normal_matrix;
void main()
{
- vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
@@ -71,7 +71,7 @@ void main()
vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
// from mikktspace.com
- vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
+ vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -84,13 +84,13 @@ void main()
// occlusion 1.0
// roughness 0.0
// metal 0.0
- vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb;
+ vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
- emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
@@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c);
void main()
{
- vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
@@ -140,7 +140,7 @@ void main()
vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
vec3 emissive = emissiveColor;
- emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
col += emissive;