     blurTexCoord += velocity;
     for(int i = 1; i < MOTION_BLUR_SAMPLES; ++i, blurTexCoord += velocity)
     {
-      vec4 currentColor = texture2D(texScene, blurTexCoord);
+      vec4 currentColor = texture(texScene, blurTexCoord);
 #ifndef NO_BLUR
-      vec4 currentColorBlur = texture2D(texBlur, blurTexCoord);
+      vec4 currentColorBlur = texture(texBlur, blurTexCoord);
 #endif
 
       color += currentColor;

    }
#endif

    vec4 color = texture2D(texScene, v_uv0.xy);

#if defined (MOTION_BLUR)
    vec4 screenSpaceNorm = vec4(v_uv0.x, v_uv0.y, currentDepth, 1.0);


void main() {
#if !defined (NO_BLUR)
    vec4 colorBlur = texture(texBlur, v_uv0.xy);
#endif

    float currentDepth = texture(texDepth, v_uv0.xy).x * 2.0 - 1.0;
//TODO: Separate the underwater shader effect from the depth of field effect - Amrit 'Who'
/**
 * Calculate blur for depth of field effect and underwater.
