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MODERN: Fix texture2D() call in 4.3 GLSL
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Introducted by copy-paste from classic glsl in
195bae1

Reported by drax & also raket on #416
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meag committed Jul 7, 2021
1 parent e5b3487 commit 2c86508
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions glsl/draw_world.fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -158,8 +158,8 @@ void main()
// Flatten it out
vec3 dir = normalize(vec3(Direction.x, Direction.y, 3 * Direction.z));

vec4 skyColor = texture2D(skyDomeTex, vec2(skySpeedscale + dir.x * len, skySpeedscale + dir.y * len));
vec4 cloudColor = texture2D(skyDomeCloudTex, vec2(skySpeedscale2 + dir.x * len, skySpeedscale2 + dir.y * len));
vec4 skyColor = texture(skyDomeTex, vec2(skySpeedscale + dir.x * len, skySpeedscale + dir.y * len));
vec4 cloudColor = texture(skyDomeCloudTex, vec2(skySpeedscale2 + dir.x * len, skySpeedscale2 + dir.y * len));

frag_colour = mix(skyColor, cloudColor, cloudColor.a);
#else
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