Used texture function instead of texture2D function for glsl1.5 shaders, as it's deprecated an seems to fail on some hardware

git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@11064 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
rem..om 11 years ago
parent 7d6ea02b90
commit 655eb4c768
  1. 8
      jme3-core/src/main/resources/Common/ShaderLib/MultiSample.glsllib

@ -46,17 +46,17 @@ vec4 getDepth(in sampler2DMS tex,in vec2 texC){
#endif #endif
vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){ vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
return texture2D(tex,texC); return texture(tex,texC);
} }
vec4 getColor(in sampler2D tex, in vec2 texC){ vec4 getColor(in sampler2D tex, in vec2 texC){
return texture2D(tex,texC); return texture(tex,texC);
} }
vec4 getColorSingle(in sampler2D tex, in vec2 texC){ vec4 getColorSingle(in sampler2D tex, in vec2 texC){
return texture2D(tex, texC); return texture(tex, texC);
} }
vec4 getDepth(in sampler2D tex,in vec2 texC){ vec4 getDepth(in sampler2D tex,in vec2 texC){
return texture2D(tex,texC); return texture(tex,texC);
} }
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