@@ -84,11 +84,11 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal,
8484
8585 vec4 projectorUvPrediv = CLIP_TO_TEX * projectorClipPosPrediv;
8686 vec2 projectorUv = projectorUvPrediv.xy / projectorUvPrediv.w;
87- float projectorDepth = texture2D (projectorDepthSampler, projectorUv).r;
87+ float projectorDepth = texture (projectorDepthSampler, projectorUv).r;
8888 float projectorClipDepth = projectorDepth * 2 - 1 ;
8989
9090 if (projectorClipPos.z <= projectorClipDepth + DEPTH_BIAS) {
91- vec3 projectorColor = texture2D (projectorColorSampler, vec2 (projectorUv.s, 1 - projectorUv.t)).rgb;
91+ vec3 projectorColor = texture (projectorColorSampler, vec2 (projectorUv.s, 1 - projectorUv.t)).rgb;
9292 float dotAttenuation = clamp ((d - DOT_EPSILON) / (1 - DOT_EPSILON), 0 , 1 );
9393 float distanceAttenuation = clamp (1 - (linearDepth - START_FADE_DISTANCE) / (MAX_DISTANCE - START_FADE_DISTANCE), 0 , 1 );
9494 result = projectorColor * dotAttenuation * distanceAttenuation;
@@ -98,7 +98,7 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal,
9898}
9999
100100void main() {
101- float depth = texture2D (MainCameraDepth, texCoord).r;
101+ float depth = texture (MainCameraDepth, texCoord).r;
102102
103103 // Check for no hit, for early exit.
104104 if (depth >= 1 ) {
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