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path: root/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl20
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
index cff8d9d50f..99662097bb 100644
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
+uniform sampler2D depthMap;
VARYING vec2 tc0;
VARYING vec2 tc1;
@@ -48,22 +48,22 @@ VARYING vec2 tc8;
void main()
{
vec4 depth1 =
- vec4(texture2DRect(depthMap, tc0).r,
- texture2DRect(depthMap, tc1).r,
- texture2DRect(depthMap, tc2).r,
- texture2DRect(depthMap, tc3).r);
+ vec4(texture2D(depthMap, tc0).r,
+ texture2D(depthMap, tc1).r,
+ texture2D(depthMap, tc2).r,
+ texture2D(depthMap, tc3).r);
vec4 depth2 =
- vec4(texture2DRect(depthMap, tc4).r,
- texture2DRect(depthMap, tc5).r,
- texture2DRect(depthMap, tc6).r,
- texture2DRect(depthMap, tc7).r);
+ vec4(texture2D(depthMap, tc4).r,
+ texture2D(depthMap, tc5).r,
+ texture2D(depthMap, tc6).r,
+ texture2D(depthMap, tc7).r);
depth1 = min(depth1, depth2);
float depth = min(depth1.x, depth1.y);
depth = min(depth, depth1.z);
depth = min(depth, depth1.w);
- depth = min(depth, texture2DRect(depthMap, tc8).r);
+ depth = min(depth, texture2D(depthMap, tc8).r);
gl_FragDepth = depth;
}