diff -U 20 glsl.selfcompiled/shader_231.frag glsl.system/shader_231.frag --- glsl.selfcompiled/shader_231.frag 2023-07-17 23:40:48.293290584 +0300 +++ glsl.system/shader_231.frag 2023-07-17 23:41:36.520920185 +0300 @@ -462,31 +462,31 @@ // Declaration of the OCIO shader function vec4 OCIO_to_display(vec4 inPixel) { vec4 outColor = inPixel; // Add Matrix processing { vec4 res = vec4(outColor.rgb.r, outColor.rgb.g, outColor.rgb.b, outColor.a); res = vec4(0.0247098133, 0.0247098133, 0.0247098133, 1.) * res; res = vec4(0.000239065543, 0.000239065543, 0.000239065543, 0.) + res; outColor.rgb = vec3(res.x, res.y, res.z); outColor.a = res.w; } // Add LUT 1D processing for to_display_lut1d_0 { - outColor.r = texture2D(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.r)).r; - outColor.g = texture2D(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.g)).r; - outColor.b = texture2D(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.b)).r; + outColor.r = texture(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.r)).r; + outColor.g = texture(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.g)).r; + outColor.b = texture(to_display_lut1d_0Sampler, to_display_lut1d_0_computePos(outColor.b)).r; } return outColor; } /* Compile status: ok */ /* Log Info: */