diff --git a/data/shaders/rh.frag b/data/shaders/rh.frag index 6b1a45c16..ed760b4ab 100644 --- a/data/shaders/rh.frag +++ b/data/shaders/rh.frag @@ -60,7 +60,7 @@ void main(void) vec2 uv = RHuv + offset * 0.01; // Get world position and normal from the RSM sample - float depth = texture2D(dtex, uv).z; + float depth = texture(dtex, uv).z; vec4 RSMPos = inverse(RSMMatrix) * (2. * vec4(uv, depth, 1.) - 1.); RSMPos /= RSMPos.w; vec3 RSMAlbedo = texture(ctex, uv).xyz;