@@ -467,7 +467,7 @@ uniform sampler2D texture_sampler;
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out vec4 color;
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void main(){
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- color = fragment_color * texture2D (texture_sampler, fragment_texture.st);
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+ 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 =
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- (texture2D (texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
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- texture2D (texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
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+ (texture (texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
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+ texture (texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
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w1 +
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- (texture2D (texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
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- texture2D (texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
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+ (texture (texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
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+ texture (texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
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w2 +
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- (texture2D (texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
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- texture2D (texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
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+ (texture (texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
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+ texture (texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
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w3 +
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- (texture2D (texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
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- texture2D (texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
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+ (texture (texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
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+ 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 =
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- (texture2D (texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
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- texture2D (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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+ texture (texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
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w1 +
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- (texture2D (texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
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- texture2D (texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
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+ (texture (texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
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+ 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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