 	// Color blur
 	float r = rd;
 	float calpha = 0.3;
-	vec4 c0 = texture2DLod(tex,pix, 0.0);
-	vec4 c1 = mix(c0, texture2DLod(tex,pix+vec2(ds[1]*r,dc[1]*r), 0.0), calpha); r += rd;
-	vec4 c2 = mix(c1, texture2DLod(tex,pix+vec2(ds[2]*r,dc[2]*r), 0.0), calpha); r += rd;
-	vec4 c3 = mix(c2, texture2DLod(tex,pix+vec2(ds[3]*r,dc[3]*r), 0.0), calpha); r += rd;
-	vec4 c4 = mix(c3, texture2DLod(tex,pix+vec2(ds[4]*r,dc[4]*r), 0.0), calpha); r += rd;
-	vec4 c5 = mix(c4, texture2DLod(tex,pix+vec2(ds[5]*r,dc[5]*r), 0.0), calpha); r += rd;
+	vec4 c0 = textureLod(tex,pix, 0.0);
+	vec4 c1 = mix(c0, textureLod(tex,pix+vec2(ds[1]*r,dc[1]*r), 0.0), calpha); r += rd;
+	vec4 c2 = mix(c1, textureLod(tex,pix+vec2(ds[2]*r,dc[2]*r), 0.0), calpha); r += rd;
+	vec4 c3 = mix(c2, textureLod(tex,pix+vec2(ds[3]*r,dc[3]*r), 0.0), calpha); r += rd;
+	vec4 c4 = mix(c3, textureLod(tex,pix+vec2(ds[4]*r,dc[4]*r), 0.0), calpha); r += rd;
+	vec4 c5 = mix(c4, textureLod(tex,pix+vec2(ds[5]*r,dc[5]*r), 0.0), calpha); r += rd;
 	vec4 color0 = c0;
 	vec4 colorn = c5;
 	vec4 blur = colorn - color0;

//	nrm1 = transpose(gl_NormalMatrix) * nrm1;
	vec4 nrm = vec4(nrm1, 1.0);

	float d6_ = linear(texture2DLod(dep,pix+1.2*ofs*(vec2(nrm.x, nrm.y)-vec2(0.5)), 0.0).x);
	float d6 = mix(d5, d6_, dalpha);

	// Unproject Pos

// Project:  LinWarrior 3d
// Home:     hackcraft.de


varying vec3 normal, position, lightdir;
varying float direction;
