opengl/glshadermanager: use texture2D for sampling external textures
BUG: 478737
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@ -181,7 +181,7 @@ QByteArray ShaderManager::generateFragmentSource(ShaderTraits traits) const
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stream << " }\n";
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} else if (traits & ShaderTrait::MapExternalTexture) {
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// external textures require texture2D for sampling
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stream << " result = " << textureLookup << "(sampler, texcoord0);\n";
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stream << " result = texture2D(sampler, texcoord0);\n";
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} else if (traits & ShaderTrait::UniformColor) {
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stream << " result = geometryColor;\n";
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}
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