diff --git a/src/main/resources/assets/oc2/shaders/core/projectors.fsh b/src/main/resources/assets/oc2/shaders/core/projectors.fsh index ec605bbc..92331d42 100644 --- a/src/main/resources/assets/oc2/shaders/core/projectors.fsh +++ b/src/main/resources/assets/oc2/shaders/core/projectors.fsh @@ -84,11 +84,11 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal, vec4 projectorUvPrediv = CLIP_TO_TEX * projectorClipPosPrediv; vec2 projectorUv = projectorUvPrediv.xy / projectorUvPrediv.w; - float projectorDepth = texture2D(projectorDepthSampler, projectorUv).r; + float projectorDepth = texture(projectorDepthSampler, projectorUv).r; float projectorClipDepth = projectorDepth * 2 - 1; if (projectorClipPos.z <= projectorClipDepth + DEPTH_BIAS) { - vec3 projectorColor = texture2D(projectorColorSampler, vec2(projectorUv.s, 1 - projectorUv.t)).rgb; + vec3 projectorColor = texture(projectorColorSampler, vec2(projectorUv.s, 1 - projectorUv.t)).rgb; float dotAttenuation = clamp((d - DOT_EPSILON) / (1 - DOT_EPSILON), 0, 1); float distanceAttenuation = clamp(1 - (linearDepth - START_FADE_DISTANCE) / (MAX_DISTANCE - START_FADE_DISTANCE), 0, 1); result = projectorColor * dotAttenuation * distanceAttenuation; @@ -98,7 +98,7 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal, } void main() { - float depth = texture2D(MainCameraDepth, texCoord).r; + float depth = texture(MainCameraDepth, texCoord).r; // Check for no hit, for early exit. if (depth >= 1) {