diff --git a/Data/Sys/Shaders/FXAA.glsl b/Data/Sys/Shaders/FXAA.glsl index 8cd0d6fba1..99caff7d03 100644 --- a/Data/Sys/Shaders/FXAA.glsl +++ b/Data/Sys/Shaders/FXAA.glsl @@ -55,11 +55,11 @@ vec4 applyFXAA(vec2 fragCoord, sampler2D tex) dir * rcpDirMin)) * inverseVP; vec3 rgbA = 0.5 * ( - texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + - texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); + texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + + texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( - texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + - texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz); + texture(tex, fragCoord * inverseVP + dir * -0.5).xyz + + texture(tex, fragCoord * inverseVP + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax))