vec4 pixel_r_1;
vec4 pixel;
+#if __VERSION__ >= 300
+ pixel_r_1 = texture(a_texture, v_texcoord);
+#else
pixel_r_1 = texture2D(a_texture, v_texcoord);
-
+#endif
if(do_chromakey) {
if(pixel_r_1.rgb != chromakey.rgb) {
pixel_r_1 = pixel_r_1 * color;
vec4 pixel_r_1;
vec4 pixel;
+#if __VERSION__ >= 300
+ pixel_r_1 = texture(a_texture, v_texcoord);
+#else
pixel_r_1 = texture2D(a_texture, v_texcoord);
+#endif
//#ifdef HOST_ENDIAN_IS_LITTLE
// pixel_r_1.rgb = pixel_r_1.bgr;
//#endif
vec4 pixel_r_1;
vec4 pixel;
float alpha;
+#if __VERSION__ >= 300
+ pixel_r_1 = texture(a_texture, v_texcoord);
+#else
pixel_r_1 = texture2D(a_texture, v_texcoord);
+#endif
//alpha = pixel_r_1.a * color.a;
pixel_r_1 = pixel_r_1 * color;
void main ()
{
#if __VERSION__ >= 300
- opixel = (texture2D (a_texture, v_texcoord) * color);
+ opixel = (texture(a_texture, v_texcoord) * color);
#else
gl_FragColor = (texture2D (a_texture, v_texcoord) * color);
#endif