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tutorials/shaders/advanced_postprocessing.rst
@@ -81,7 +81,7 @@ by using ``hint_depth_texture``.
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.. code-block:: glsl
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- uniform sampler2D depth_texture : source_color, hint_depth_texture;
+ uniform sampler2D depth_texture : hint_depth_texture;
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Once defined, the depth texture can be read with the ``texture()`` function.
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@@ -178,7 +178,7 @@ line is commented out.
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// Prevent the quad from being affected by lighting and fog. This also improves performance.
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render_mode unshaded, fog_disabled;
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void vertex() {
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POSITION = vec4(VERTEX.xy, 1.0, 1.0);
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