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Fix texture sampling syntax
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@ -32,7 +32,7 @@ float hash_fast(uvec3 q)
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// 2D, but using shifted 2D textures
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// 2D, but using shifted 2D textures
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float noise_2d(vec2 pos) {
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float noise_2d(vec2 pos) {
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return texture(t_noise, pos).x;
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return texture(sampler2D(t_noise, s_noise), pos).x;
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}
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}
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// 3D, but using shifted 2D textures
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// 3D, but using shifted 2D textures
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