Index: cc/output/shader.cc |
diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
index 354f65f67b92ffb17447b9219c7b9c6102d2ed8e..eb5041ac5815b342b8899c4a2586af9b032781a4 100644 |
--- a/cc/output/shader.cc |
+++ b/cc/output/shader.cc |
@@ -1434,13 +1434,13 @@ std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
// clang-format on |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform TexCoordPrecision vec2 maskTexCoordScale; |
uniform TexCoordPrecision vec2 maskTexCoordOffset; |
uniform float alpha; |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
TexCoordPrecision vec2 maskTexCoord = |
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
@@ -1494,7 +1494,7 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
return FRAGMENT_SHADER( |
// clang-format on |
precision mediump float; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform TexCoordPrecision vec2 maskTexCoordScale; |
uniform TexCoordPrecision vec2 maskTexCoordOffset; |
@@ -1503,7 +1503,7 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
TexCoordPrecision vec2 maskTexCoord = |
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
@@ -1567,7 +1567,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
return FRAGMENT_SHADER( |
// clang-format on |
precision mediump float; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform vec2 maskTexCoordScale; |
uniform vec2 maskTexCoordOffset; |
@@ -1578,7 +1578,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
float nonZeroAlpha = max(texColor.a, 0.00001); |
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
texColor = colorMatrix * texColor + colorOffset; |
@@ -1705,7 +1705,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
// clang-format on |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform vec2 maskTexCoordScale; |
uniform vec2 maskTexCoordOffset; |
@@ -1713,7 +1713,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
uniform vec4 colorOffset; |
uniform float alpha; |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
float nonZeroAlpha = max(texColor.a, 0.00001); |
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
texColor = colorMatrix * texColor + colorOffset; |