 
 void main() {
 #if !defined (NO_BLUR)
-    vec4 colorBlur = texture2D(texBlur, v_uv0.xy);
+    vec4 colorBlur = texture(texBlur, v_uv0.xy);
 #endif
 
-    float currentDepth = texture2D(texDepth, v_uv0.xy).x * 2.0 - 1.0;
+    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.


    // Color grading
    vec3 lutOffset = vec3(1.0 / 32.0);
    finalColor.rgb = texture3D(texColorGradingLut, lutScale * finalColor.rgb + lutOffset).rgb;

    gl_FragData[0].rgba = finalColor;
}

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

      color += currentColor;
