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Remove use of texture2D()
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@@ -30,5 +30,5 @@ layout (location = 0) out vec4 color_out;
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void main(void)
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{
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color_out = texture2D(tex0, gl_FragCoord.xy/textureSize(tex0, 0));
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color_out = texture(tex0, gl_FragCoord.xy/textureSize(tex0, 0));
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}
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@@ -43,7 +43,7 @@ void main(void)
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vec2 uv;
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uv.x = mix(IN.tex.x, IN.tex.z, IN.glyphuv.x);
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uv.y = mix(IN.tex.y, IN.tex.w, IN.glyphuv.y);
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text = texture2D(tex0, uv.xy).x;
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text = texture(tex0, uv.xy).x;
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}
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color_out = vec4(text.xxx, clamp(text + 0.5f, 0.0f, 1.0f));
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