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glsl: remove usage of old texture2D* function
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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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