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Replaced deprecated texture2D() function by texture()

raysan5 9 years ago
parent
commit
03c82605a0

+ 6 - 6
shaders/gl330/bloom.fs

@@ -18,23 +18,23 @@ void main()
     {
     {
         for (int j = -3; j < 3; j++)
         for (int j = -3; j < 3; j++)
         {
         {
-            sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+            sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
         }
         }
     }
     }
     
     
-    if (texture2D(texture0, fragTexCoord).r < 0.3)
+    if (texture(texture0, fragTexCoord).r < 0.3)
     {
     {
-        tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
+        tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
     }
     }
     else
     else
     {
     {
-        if (texture2D(texture0, fragTexCoord).r < 0.5)
+        if (texture(texture0, fragTexCoord).r < 0.5)
         {
         {
-            tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
+            tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
         }
         }
         else
         else
         {
         {
-            tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
+            tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
         }
         }
     }
     }
     
     

+ 5 - 5
shaders/gl330/blur.fs

@@ -9,20 +9,20 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables
 // NOTE: Add here your custom variables
 
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
 
 
 float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
 float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
 float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
 float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
 
 
 void main()
 void main()
 {
 {
-    vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
+    vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
 
 
     for (int i = 1; i < 3; i++) 
     for (int i = 1; i < 3; i++) 
     {
     {
-        tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
-        tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+        tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+        tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
     }
     }
 
 
     fragColor = vec4(tc, 1.0);
     fragColor = vec4(tc, 1.0);

+ 6 - 6
shaders/gl330/cross_hatching.fs

@@ -9,16 +9,16 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables 
 // NOTE: Add here your custom variables 
 
 
-float hatchOffsetY = 5.0f;
-float lumThreshold01 = 0.9f;
-float lumThreshold02 = 0.7f;
-float lumThreshold03 = 0.5f;
-float lumThreshold04 = 0.3f;
+float hatchOffsetY = 5.0;
+float lumThreshold01 = 0.9;
+float lumThreshold02 = 0.7;
+float lumThreshold03 = 0.5;
+float lumThreshold04 = 0.3;
 
 
 void main()
 void main()
 {
 {
     vec3 tc = vec3(1.0, 1.0, 1.0);
     vec3 tc = vec3(1.0, 1.0, 1.0);
-    float lum = length(texture2D(texture0, fragTexCoord).rgb);
+    float lum = length(texture(texture0, fragTexCoord).rgb);
 
 
     if (lum < lumThreshold01) 
     if (lum < lumThreshold01) 
     {
     {

+ 5 - 5
shaders/gl330/cross_stitching.fs

@@ -9,10 +9,10 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables
 // NOTE: Add here your custom variables
 
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
 
 
-float stitchingSize = 6.0f;
+float stitchingSize = 6.0;
 
 
 uniform int invert = 0;
 uniform int invert = 0;
 
 
@@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
     if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
     if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
     {
     {
         if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
         if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
-        else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+        else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
     }
     }
     else
     else
     {
     {
-        if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+        if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
         else c = vec4(0.0, 0.0, 0.0, 1.0);
         else c = vec4(0.0, 0.0, 0.0, 1.0);
     }
     }
     
     

+ 15 - 15
shaders/gl330/dream_vision.fs

@@ -11,21 +11,21 @@ uniform vec4 fragTintColor;
 
 
 void main()
 void main()
 {
 {
-    vec4 color = texture2D(texture0, fragTexCoord);
-
-    color += texture2D(texture0, fragTexCoord + 0.001);
-    color += texture2D(texture0, fragTexCoord + 0.003);
-    color += texture2D(texture0, fragTexCoord + 0.005);
-    color += texture2D(texture0, fragTexCoord + 0.007);
-    color += texture2D(texture0, fragTexCoord + 0.009);
-    color += texture2D(texture0, fragTexCoord + 0.011);
-
-    color += texture2D(texture0, fragTexCoord - 0.001);
-    color += texture2D(texture0, fragTexCoord - 0.003);
-    color += texture2D(texture0, fragTexCoord - 0.005);
-    color += texture2D(texture0, fragTexCoord - 0.007);
-    color += texture2D(texture0, fragTexCoord - 0.009);
-    color += texture2D(texture0, fragTexCoord - 0.011);
+    vec4 color = texture(texture0, fragTexCoord);
+
+    color += texture(texture0, fragTexCoord + 0.001);
+    color += texture(texture0, fragTexCoord + 0.003);
+    color += texture(texture0, fragTexCoord + 0.005);
+    color += texture(texture0, fragTexCoord + 0.007);
+    color += texture(texture0, fragTexCoord + 0.009);
+    color += texture(texture0, fragTexCoord + 0.011);
+
+    color += texture(texture0, fragTexCoord - 0.001);
+    color += texture(texture0, fragTexCoord - 0.003);
+    color += texture(texture0, fragTexCoord - 0.005);
+    color += texture(texture0, fragTexCoord - 0.007);
+    color += texture(texture0, fragTexCoord - 0.009);
+    color += texture(texture0, fragTexCoord - 0.011);
 
 
     color.rgb = vec3((color.r + color.g + color.b)/3.0);
     color.rgb = vec3((color.r + color.g + color.b)/3.0);
     color = color/9.5;
     color = color/9.5;

+ 2 - 2
shaders/gl330/fisheye.fs

@@ -13,7 +13,7 @@ const float PI = 3.1415926535;
 
 
 void main()
 void main()
 {
 {
-    float aperture = 178.0f;
+    float aperture = 178.0;
     float apertureHalf = 0.5 * aperture * (PI / 180.0);
     float apertureHalf = 0.5 * aperture * (PI / 180.0);
     float maxFactor = sin(apertureHalf);
     float maxFactor = sin(apertureHalf);
 
 
@@ -36,5 +36,5 @@ void main()
         uv = fragTexCoord.xy;
         uv = fragTexCoord.xy;
     }
     }
 
 
-    fragColor = texture2D(texture0, uv);
+    fragColor = texture(texture0, uv);
 }
 }

+ 1 - 1
shaders/gl330/grayscale.fs

@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
 
 
 void main()
 void main()
 {
 {
-    vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
+    vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
     
     
     // Convert to grayscale using NTSC conversion weights
     // Convert to grayscale using NTSC conversion weights
     float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
     float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));

+ 5 - 5
shaders/gl330/pixel.fs

@@ -9,11 +9,11 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables 
 // NOTE: Add here your custom variables 
 
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
 
 
-uniform float pixelWidth = 5.0f;
-uniform float pixelHeight = 5.0f;
+uniform float pixelWidth = 5.0;
+uniform float pixelHeight = 5.0;
 
 
 void main()
 void main()
 {
 {
@@ -22,7 +22,7 @@ void main()
 
 
     vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
     vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
 
 
-    vec3 tc = texture2D(texture0, coord).rgb;
+    vec3 tc = texture(texture0, coord).rgb;
 
 
     fragColor = vec4(tc, 1.0);
     fragColor = vec4(tc, 1.0);
 }
 }

+ 3 - 3
shaders/gl330/posterization.fs

@@ -9,12 +9,12 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables
 // NOTE: Add here your custom variables
 
 
-float gamma = 0.6f;
-float numColors = 8.0f;
+float gamma = 0.6;
+float numColors = 8.0;
 
 
 void main()
 void main()
 {
 {
-    vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
+    vec3 color = texture(texture0, fragTexCoord.xy).rgb;
     
     
     color = pow(color, vec3(gamma, gamma, gamma));
     color = pow(color, vec3(gamma, gamma, gamma));
     color = color*numColors;
     color = color*numColors;

+ 1 - 1
shaders/gl330/predator.fs

@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
 
 
 void main()
 void main()
 {
 {
-    vec3 color = texture2D(texture0, fragTexCoord).rgb;
+    vec3 color = texture(texture0, fragTexCoord).rgb;
     vec3 colors[3];
     vec3 colors[3];
     colors[0] = vec3(0.0, 0.0, 1.0);
     colors[0] = vec3(0.0, 0.0, 1.0);
     colors[1] = vec3(1.0, 1.0, 0.0);
     colors[1] = vec3(1.0, 1.0, 0.0);

+ 5 - 5
shaders/gl330/scanlines.fs

@@ -9,8 +9,8 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables
 // NOTE: Add here your custom variables
 
 
-float offset = 0;
-float frequency = 720/3.0;
+float offset = 0.0;
+float frequency = 720.0/3.0;
 
 
 uniform float time;
 uniform float time;
 
 
@@ -21,7 +21,7 @@ void main (void)
     float tval = 0; //time
     float tval = 0; //time
     vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
     vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
 
 
-    vec4 color = texture2D(texture0, fragTexCoord);
+    vec4 color = texture(texture0, fragTexCoord);
 
 
     color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
     color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
     color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
     color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
@@ -35,7 +35,7 @@ void main (void)
     float globalPos = (fragTexCoord.y + offset) * frequency;
     float globalPos = (fragTexCoord.y + offset) * frequency;
     float wavePos = cos((fract(globalPos) - 0.5)*3.14);
     float wavePos = cos((fract(globalPos) - 0.5)*3.14);
     
     
-    vec4 color = texture2D(texture0, fragTexCoord);
+    vec4 color = texture(texture0, fragTexCoord);
 
 
-    fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
+    fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
 }
 }

+ 4 - 4
shaders/gl330/swirl.fs

@@ -9,13 +9,13 @@ uniform vec4 fragTintColor;
 
 
 // NOTE: Add here your custom variables
 // NOTE: Add here your custom variables
 
 
-const float renderWidth = 1280; 
-const float renderHeight = 720; 
+const float renderWidth = 1280.0; 
+const float renderHeight = 720.0; 
 
 
 float radius = 250.0;
 float radius = 250.0;
 float angle = 0.8;
 float angle = 0.8;
 
 
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
 
 
 void main (void)
 void main (void)
 {
 {
@@ -35,7 +35,7 @@ void main (void)
     }
     }
 
 
     tc += center;
     tc += center;
-    vec3 color = texture2D(texture0, tc/texSize).rgb;
+    vec3 color = texture(texture0, tc/texSize).rgb;
 
 
     fragColor = vec4(color, 1.0);;
     fragColor = vec4(color, 1.0);;
 }
 }

+ 1 - 1
shaders/gl330/template.fs

@@ -11,7 +11,7 @@ uniform vec4 fragTintColor;
 
 
 void main()
 void main()
 {
 {
-    vec4 texelColor = texture2D(texture0, fragTexCoord);
+    vec4 texelColor = texture(texture0, fragTexCoord);
     
     
     // NOTE: Implement here your fragment shader code
     // NOTE: Implement here your fragment shader code