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Replace depricated texture2DLod by textureLod.
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@ -533,12 +533,12 @@ static const char* fragment_shader_readtex =
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"uniform lowp int uTextureFilterMode; \n"
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"lowp vec4 filterNearest(in sampler2D tex, in mediump vec2 texCoord)\n"
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"{ \n"
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" return texture2DLod(tex, texCoord, 0.0); \n"
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" return textureLod(tex, texCoord, 0.0); \n"
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"} \n"
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// 3 point texture filtering.
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// Original author: ArthurCarvalho
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// GLSL implementation: twinaphex, mupen64plus-libretro project.
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"#define TEX_OFFSET(off) texture2DLod(tex, texCoord - (off)/texSize, 0.0) \n"
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"#define TEX_OFFSET(off) textureLod(tex, texCoord - (off)/texSize, 0.0) \n"
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"lowp vec4 filter3point(in sampler2D tex, in mediump vec2 texCoord) \n"
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"{ \n"
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" mediump vec2 texSize = vec2(textureSize(tex,0)); \n"
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