diff --git a/libraries/render-utils/src/fxaa.slf b/libraries/render-utils/src/fxaa.slf index d1c50b2c58..7b241a3ebf 100644 --- a/libraries/render-utils/src/fxaa.slf +++ b/libraries/render-utils/src/fxaa.slf @@ -44,11 +44,11 @@ void main() { // fetch raw RGB values for nearby locations // sampling pattern is "five on a die" (each diagonal direction and the center) // computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed - vec3 rgbNW = texture2D(colorTexture, varTexcoord + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; - vec3 rgbNE = texture2D(colorTexture, varTexcoord + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; - vec3 rgbSW = texture2D(colorTexture, varTexcoord + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; - vec3 rgbSE = texture2D(colorTexture, varTexcoord + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; - vec3 rgbM = texture2D(colorTexture, varTexcoord).xyz; + vec3 rgbNW = texture(colorTexture, varTexcoord + (vec2(-1.0, -1.0) * texcoordOffset)).xyz; + vec3 rgbNE = texture(colorTexture, varTexcoord + (vec2(+1.0, -1.0) * texcoordOffset)).xyz; + vec3 rgbSW = texture(colorTexture, varTexcoord + (vec2(-1.0, +1.0) * texcoordOffset)).xyz; + vec3 rgbSE = texture(colorTexture, varTexcoord + (vec2(+1.0, +1.0) * texcoordOffset)).xyz; + vec3 rgbM = texture(colorTexture, varTexcoord).xyz; // convert RGB values to luminance vec3 luma = vec3(0.299, 0.587, 0.114); @@ -76,11 +76,11 @@ void main() { // perform additional texture sampling perpendicular to gradient vec3 rgbA = (1.0 / 2.0) * ( - texture2D(colorTexture, varTexcoord + dir * (1.0 / 3.0 - 0.5)).xyz + - texture2D(colorTexture, varTexcoord + dir * (2.0 / 3.0 - 0.5)).xyz); + texture(colorTexture, varTexcoord + dir * (1.0 / 3.0 - 0.5)).xyz + + texture(colorTexture, varTexcoord + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( - texture2D(colorTexture, varTexcoord + dir * (0.0 / 3.0 - 0.5)).xyz + - texture2D(colorTexture, varTexcoord + dir * (3.0 / 3.0 - 0.5)).xyz); + texture(colorTexture, varTexcoord + dir * (0.0 / 3.0 - 0.5)).xyz + + texture(colorTexture, varTexcoord + dir * (3.0 / 3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); // compare luma of new samples to the luma range of the original neighborhood