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Fix #460 - texture2D is renamed texture
1 parent d6081d7 commit 5a40f70

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2 files changed

+13
-14
lines changed

2 files changed

+13
-14
lines changed

Diff for: src/libprojectM/FileScanner.cpp

-1
Original file line numberDiff line numberDiff line change
@@ -13,7 +13,6 @@ FileScanner::FileScanner(std::vector<std::string> &rootDirs, std::vector<std::st
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void FileScanner::scan(ScanCallback cb) {
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#ifdef HAVE_FTS_H
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scanPosix(cb);
16-
printf("HAVE_FTS\n");
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#else
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for (auto dir : _rootDirs)
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scanGeneric(cb, dir.c_str());

Diff for: src/libprojectM/Renderer/StaticGlShaders.cpp

+13-13
Original file line numberDiff line numberDiff line change
@@ -467,7 +467,7 @@ uniform sampler2D texture_sampler;
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out vec4 color;
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void main(){
470-
color = fragment_color * texture2D(texture_sampler, fragment_texture.st);
470+
color = fragment_color * texture(texture_sampler, fragment_texture.st);
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}
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)";
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@@ -676,17 +676,17 @@ void main(){
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vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0);
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vec3 blur =
679-
(texture2D(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
680-
texture2D(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
679+
(texture(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
680+
texture(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
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w1 +
682-
(texture2D(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
683-
texture2D(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
682+
(texture(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
683+
texture(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
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w2 +
685-
(texture2D(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
686-
texture2D(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
685+
(texture(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
686+
texture(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
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w3 +
688-
(texture2D(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
689-
texture2D(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
688+
(texture(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
689+
texture(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
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w4;
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blur.xyz *= w_div;
@@ -730,11 +730,11 @@ void main(){
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vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0);
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vec3 blur =
733-
(texture2D(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
734-
texture2D(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
733+
(texture(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
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texture(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
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w1 +
736-
(texture2D(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
737-
texture2D(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
736+
(texture(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
737+
texture(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
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w2;
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blur.xyz *= w_div;
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