 
     // 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);

    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;
