1- #version 330
1+ #version 330 core
22#extension GL_KHR_blend_equation_advanced: enable
33#extension GL_ARB_sample_shading: enable
44
@@ -16,7 +16,7 @@ uniform bool rteBlendInvert = false;
1616uniform bool drawMasked = false;
1717
1818
19- vec4 texture2DAA (sampler2D tex, vec2 uv) {
19+ vec4 textureAA (sampler2D tex, vec2 uv) {
2020 vec2 texsize = vec2 (textureSize(tex, 0 ));
2121 vec2 uv_texspace = uv * texsize;
2222 vec2 seam = floor (uv_texspace + .5 );
@@ -26,13 +26,13 @@ vec4 texture2DAA(sampler2D tex, vec2 uv) {
2626}
2727
2828void main() {
29- float red = texture2D (rteTexture, textureUV).r;
29+ float red = texture (rteTexture, textureUV).r;
3030 if (red== 0 && drawMasked) {
3131 discard ;
3232 }
3333 if (! rteBlendInvert) {
34- FragColor = texture2DAA (rtePalette, vec2 (red * vertexColor.r, 0.0 )) * vec4 (rteColor.rgb, rteColor.a * vertexColor.a);
34+ FragColor = textureAA (rtePalette, vec2 (red * vertexColor.r, 0.0 )) * vec4 (rteColor.rgb, rteColor.a * vertexColor.a);
3535 } else {
36- FragColor = vec4 (vec3 (1.0 ), 0.0 ) - (texture2DAA (rtePalette, vec2 (red * vertexColor.r, 0.0 )) * vec4 (rteColor.rgb, - rteColor.a * vertexColor.a));
36+ FragColor = vec4 (vec3 (1.0 ), 0.0 ) - (textureAA (rtePalette, vec2 (red * vertexColor.r, 0.0 )) * vec4 (rteColor.rgb, - rteColor.a * vertexColor.a));
3737 }
3838}
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