Use texture() instead of texture2D() in bloomExtract15 and bloomFinal15
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201010b6f0
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@ -24,7 +24,7 @@ void main(){
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#endif
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#ifdef HAS_GLOWMAP
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vec4 glowColor = texture2D( m_GlowMap, texCoord );
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vec4 glowColor = texture( m_GlowMap, texCoord );
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glowColor = pow(glowColor, vec4(m_ExposurePow));
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color += glowColor;
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#endif
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@ -10,7 +10,7 @@ out vec4 fragColor;
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void main(){
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vec4 colorRes = getColor(m_Texture,texCoord);
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vec4 bloom = texture2D(m_BloomTex, texCoord);
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vec4 bloom = texture(m_BloomTex, texCoord);
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fragColor = bloom * m_BloomIntensity + colorRes;
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}
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