"{\n"
" float ypos = floor((1.0 - v_texCoord.y) * size.y) * size.x + floor(v_texCoord.x * size.x);\n"
" float ytexPos = floor(ypos / 4);\n"
- " vec4 ytexColor = texture2D(ytex, vec2((mod(ytexPos, ytexSize.x) + 0.5) / ytexSize.x, 1.0 - (floor(ytexPos / ytexSize.x) + 0.5) / ytexSize.y));\n"
+ " vec4 ytexColor = texture(ytex, vec2((mod(ytexPos, ytexSize.x) + 0.5) / ytexSize.x, 1.0 - (floor(ytexPos / ytexSize.x) + 0.5) / ytexSize.y));\n"
" float y = ytexColor[3 - int(mod(ypos + 1, 4))];\n"
" float cpos = floor(floor((1.0 - v_texCoord.y) * size.y) / 2) * size.x + floor(v_texCoord.x * size.x);\n"
" float ctexPos = floor(cpos / 4);\n"
- " vec4 ctexColor = texture2D(ctex, vec2((mod(ctexPos, ctexSize.x) + 0.5) / ctexSize.x, 1.0 - (floor(ctexPos / ctexSize.x) + 0.5) / ctexSize.y));\n"
+ " vec4 ctexColor = texture(ctex, vec2((mod(ctexPos, ctexSize.x) + 0.5) / ctexSize.x, 1.0 - (floor(ctexPos / ctexSize.x) + 0.5) / ctexSize.y));\n"
" int index = 2 * int(mod(floor(cpos / 2) + 1, 2));"
" float u = ctexColor[index];\n"
" float v = ctexColor[3 - index];\n"
"{\n"
" float ypos = floor((1.0 - v_texCoord.y) * size.y) * size.x + floor(v_texCoord.x * size.x);\n"
" float ytexPos = floor(ypos / 4);\n"
- " vec4 ytexColor = texture2D(ytex, vec2((mod(ytexPos, ytexSize.x) + 0.5) / ytexSize.x, 1.0 - (floor(ytexPos / ytexSize.x) + 0.5) / ytexSize.y));\n"
+ " vec4 ytexColor = texture(ytex, vec2((mod(ytexPos, ytexSize.x) + 0.5) / ytexSize.x, 1.0 - (floor(ytexPos / ytexSize.x) + 0.5) / ytexSize.y));\n"
" float y = ytexColor[3 - int(mod(ypos + 1, 4))];\n"
" float uvpos = floor(floor((1.0 - v_texCoord.y) * size.y) / 2) * size.x + floor(v_texCoord.x * size.x);\n"
" float uvtexPos = floor(uvpos / 8);\n"
- " vec4 utexColor = texture2D(utex, vec2((mod(uvtexPos, utexSize.x) + 0.5) / utexSize.x, 1.0 - (floor(uvtexPos / utexSize.x) + 0.5) / utexSize.y));\n"
- " vec4 vtexColor = texture2D(vtex, vec2((mod(uvtexPos, vtexSize.x) + 0.5) / vtexSize.x, 1.0 - (floor(uvtexPos / vtexSize.x) + 0.5) / vtexSize.y));\n"
+ " vec4 utexColor = texture(utex, vec2((mod(uvtexPos, utexSize.x) + 0.5) / utexSize.x, 1.0 - (floor(uvtexPos / utexSize.x) + 0.5) / utexSize.y));\n"
+ " vec4 vtexColor = texture(vtex, vec2((mod(uvtexPos, vtexSize.x) + 0.5) / vtexSize.x, 1.0 - (floor(uvtexPos / vtexSize.x) + 0.5) / vtexSize.y));\n"
" int index = 3 - int(mod((uvpos / 2) + 1, 4));\n"
" float u = utexColor[index];\n"
" float v = vtexColor[index];\n"