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glsl: remove usage of old texture2D* function
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@ -1294,7 +1294,7 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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if (ApiType == API_D3D11)
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WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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else
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WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture2D" : "tex2D", texmap, texcoords, texmap, texswap);
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WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture" : "tex2D", texmap, texcoords, texmap, texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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@ -247,7 +247,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
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else if (ApiType == API_D3D11)
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texSampleOpName = "tex0.Sample";
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else
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texSampleOpName = "texture2DRect";
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texSampleOpName = "texture";
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// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
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const char* texSampleIncrementUnit;
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