 
     // Color grading
     vec3 lutOffset = vec3(1.0 / 32.0);
-    finalColor.rgb = texture3D(texColorGradingLut, lutScale * finalColor.rgb + lutOffset).rgb;
+    finalColor.rgb = texture(texColorGradingLut, lutScale * finalColor.rgb + lutOffset).rgb;
 
     gl_FragData[0].rgba = finalColor;
 }

    }
#endif

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

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

#endif

#ifdef FILM_GRAIN
    vec3 noise = texture(texNoise, renderTargetSize * (gl_TexCoord[0].xy + noiseOffset) / noiseSize).xyz * 2.0 - 1.0;
    finalColor.rgb += clamp(noise.xxx * grainIntensity, 0.0, 1.0);
#endif

