Fixed GLSL 100 shaders
texture() doesn't exist in glsl 100, it must use texture2D().
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7b07b68bfd
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4 changed files with 4 additions and 4 deletions
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@ -26,7 +26,7 @@ void main()
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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@ -15,7 +15,7 @@ uniform vec4 fragTintColor;
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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@ -26,7 +26,7 @@ void main()
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}
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}
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Calculate final fragment color
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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@ -15,7 +15,7 @@ uniform vec4 colDiffuse;
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
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vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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