"void main(void)\n",
"{\n",
" float fringe = ColorFringe;//.0033f;\n",
-" float amount = distance(TexCoord1, vec2(.5f,.5f));\n",
-" vec2 offset = vec2(amount*fringe,amount*fringe);\n",
-" dp_FragColor.xy = texture(Texture_First, TexCoord1-offset).xy;\n",
-" dp_FragColor.z = texture(Texture_First, TexCoord1+offset).z;\n",
+" if (fringe) {\n",
+" float amount = distance(TexCoord1, vec2(.5f,.5f));\n",
+" vec2 offset = vec2(amount*fringe,amount*fringe);\n",
+" dp_FragColor.xy = dp_texture2D(Texture_First, TexCoord1-offset).xy;\n",
+" dp_FragColor.z = dp_texture2D(Texture_First, TexCoord1+offset).z;\n",
+" } else\n",
+" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
"\n",
"#ifdef USEFXAA\n",
" dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",