glsl: remove usage of old texture2D* function
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d73c950623
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8a6f747408
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@ -1294,7 +1294,7 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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if (ApiType == API_D3D11)
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WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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else
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WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture2D" : "tex2D", texmap, texcoords, texmap, texswap);
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WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture" : "tex2D", texmap, texcoords, texmap, texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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@ -247,7 +247,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
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else if (ApiType == API_D3D11)
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texSampleOpName = "tex0.Sample";
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else
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texSampleOpName = "texture2DRect";
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texSampleOpName = "texture";
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// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
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const char* texSampleIncrementUnit;
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@ -33,12 +33,12 @@
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#define TEX2D GL_TEXTURE_2D
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#define PREC "highp"
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#define TEXTYPE "sampler2D"
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#define TEXFUNC "texture2D"
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#define TEXFUNC "texture"
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#else
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#define TEX2D GL_TEXTURE_RECTANGLE_ARB
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#define PREC
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#define TEXTYPE "sampler2DRect"
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#define TEXFUNC "texture2DRect"
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#define TEXFUNC "texture"
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#endif
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@ -146,7 +146,7 @@ static const char *s_fragmentShaderSrc =
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = texture2D(samp8,uv0) * color;\n"
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" ocol0 = texture(samp8,uv0) * color;\n"
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"}\n";
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@ -484,7 +484,7 @@ TextureCache::TextureCache()
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"void main(){\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp9, uv0);\n"
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" Temp0 = texture(samp9, uv0);\n"
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" Temp0 = Temp0 * colmat[5];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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@ -513,7 +513,7 @@ TextureCache::TextureCache()
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp9, uv0);\n"
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" R2 = texture(samp9, uv0);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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@ -78,8 +78,8 @@ void CreatePrograms()
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
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" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
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" vec3 c0 = texture(samp9, uv0).rgb;\n"
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" vec3 c1 = texture(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
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" vec3 c01 = (c0 + c1) * 0.5;\n"
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" vec3 y_const = vec3(0.257,0.504,0.098);\n"
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" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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@ -98,7 +98,7 @@ void CreatePrograms()
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec4 c0 = texture2DRect(samp9, uv0).rgba;\n"
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" vec4 c0 = texture(samp9, uv0).rgba;\n"
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" float f = step(0.5, fract(uv0.x));\n"
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" float y = mix(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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