OpenGL: Fix textureXd deprecated calls.
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@ -9,7 +9,7 @@
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void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges)
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{
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/* take the normalized ray direction here */
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vec2 rotX = texture2D(ssao_jitter, screenco.xy * jitter_tilling).rg;
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vec2 rotX = texture(ssao_jitter, screenco.xy * jitter_tilling).rg;
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vec2 rotY = vec2(-rotX.y, rotX.x);
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/* find the offset in screen space by multiplying a point
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@ -27,7 +27,7 @@ void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 scre
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for (x = 0; x < num_samples; x++) {
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/* TODO : optimisation replace by constant */
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vec2 dir_sample = texture1D(ssao_samples, (float(x) + 0.5) / ssao_samples_num).rg;
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vec2 dir_sample = texture(ssao_samples, (float(x) + 0.5) / ssao_samples_num).rg;
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/* rotate with random direction to get jittered result */
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vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
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@ -37,7 +37,7 @@ void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 scre
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if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
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continue;
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float depth_new = texture2D(depthtex, uvcoords).r;
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float depth_new = texture(depthtex, uvcoords).r;
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/* Handle Background case */
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bool is_background = (depth_new == 1.0);
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@ -32,7 +32,7 @@ float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h)
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if (co.x > 1.0 || co.x < 0.0 || co.y > 1.0 || co.y < 0.0)
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return h;
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float depth = texture2D(depthtex, co).r;
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float depth = texture(depthtex, co).r;
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/* Background case */
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if (depth == 1.0)
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@ -4,6 +4,7 @@ uniform sampler2D depthbuffer;
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varying vec4 uvcoordsvar;
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#else
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in vec4 uvcoordsvar;
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#define texture2D texture
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#endif
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void main(void)
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@ -44,6 +44,7 @@ uniform vec4 viewvecs[3];
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in vec2 depth_uv4;
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out vec4 FragColor;
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#define texture2D texture
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#endif
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@ -54,6 +54,8 @@ uniform vec4 viewvecs[3];
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layout(location = 0) out vec4 fragData0;
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layout(location = 1) out vec4 fragData1;
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layout(location = 2) out vec4 fragData2;
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#define texture2D texture
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#endif
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@ -18,6 +18,8 @@ uniform sampler2D depthbuffer;
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#else
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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#define texture1D texture
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#define texture2D texture
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#endif
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/* ssao_params.x : pixel scale for the ssao radious */
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