X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.frag;fp=dither_effect.frag;h=3b6b892d7606937867b4ab0c2b749926034d9f29;hp=6994e8467f0c9645e47d9f74ff96700028eafddf;hb=28bc5f37437fa8eaca523a209c558b807ced2db3;hpb=70f86335e039280a182119c3055aabeae01713bc diff --git a/dither_effect.frag b/dither_effect.frag index 6994e84..3b6b892 100644 --- a/dither_effect.frag +++ b/dither_effect.frag @@ -9,7 +9,7 @@ vec4 FUNCNAME(vec2 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.