-uniform sampler2D PREFIX(dither_tex);
-uniform vec2 PREFIX(tc_scale);
-uniform float PREFIX(round_fac), PREFIX(inv_round_fac);
+// Implicit uniforms:
+// uniform sampler2D PREFIX(dither_tex);
+// uniform vec2 PREFIX(tc_scale);
+// uniform float PREFIX(round_fac), PREFIX(inv_round_fac);
vec4 FUNCNAME(vec2 tc) {
vec4 result = INPUT(tc);
// and if there's any inaccuracy earlier in the chain so that it becomes e.g.
// 254.8, it's better to just get it rounded off than to dither and have it
// possibly get down to 254. This is not the case for the color components.
- result.rgb += texture2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxx;
+ result.rgb += tex2D(PREFIX(dither_tex), tc * PREFIX(tc_scale)).xxx;
// NEED_EXPLICIT_ROUND will be #defined to 1 if the GPU has inaccurate
// fp32 -> int8 framebuffer rounding, and 0 otherwise.