From 5ab82f4e49e3b64ad1290bb3dbb9a5cfdf7f611e Mon Sep 17 00:00:00 2001 From: Jon Beniston Date: Tue, 1 Aug 2023 10:48:36 +0100 Subject: [PATCH] Use texture() instead of texture2d() in v330 shaders, so they work on Mac --- sdrgui/gui/tvscreenanalog.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/sdrgui/gui/tvscreenanalog.cpp b/sdrgui/gui/tvscreenanalog.cpp index 130fe9c1c..60fe1db62 100644 --- a/sdrgui/gui/tvscreenanalog.cpp +++ b/sdrgui/gui/tvscreenanalog.cpp @@ -90,8 +90,8 @@ static const char* fragmentShaderSource = " float tys = (texCoordVar.y + tlhh) * imh;\n" " float p1y = floor(tys) * tlh - tlhh;\n" " float p3y = p1y + tlh;\n" - " float tshift1 = texture2D(tex2, vec2(0.0, p1y)).r;\n" - " float tshift3 = texture2D(tex2, vec2(0.0, p3y)).r;\n" + " float tshift1 = texture(tex2, vec2(0.0, p1y)).r;\n" + " float tshift3 = texture(tex2, vec2(0.0, p3y)).r;\n" " float shift1 = (1.0 - tshift1 * 2.0) * tlw;\n" " float shift3 = (1.0 - tshift3 * 2.0) * tlw;\n" " float txs1 = (texCoordVar.x + shift1 + tlhw) * imw;\n"