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Replaced deprecated texture2D() function by texture()
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@ -9,10 +9,10 @@ uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 1280.0;
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const float renderHeight = 720.0;
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float stitchingSize = 6.0f;
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float stitchingSize = 6.0;
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uniform int invert = 0;
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@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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