Remove use of texture2d in rh.frag
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@ -60,7 +60,7 @@ void main(void)
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vec2 uv = RHuv + offset * 0.01;
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// Get world position and normal from the RSM sample
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float depth = texture2D(dtex, uv).z;
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float depth = texture(dtex, uv).z;
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vec4 RSMPos = inverse(RSMMatrix) * (2. * vec4(uv, depth, 1.) - 1.);
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RSMPos /= RSMPos.w;
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vec3 RSMAlbedo = texture(ctex, uv).xyz;
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