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openmw/files/shaders/openmw_fragment.glsl

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#version 120
#include "openmw_fragment.h.glsl"
uniform sampler2D reflectionMap;
vec4 mw_sampleReflectionMap(vec2 uv)
{
return texture2D(reflectionMap, uv);
}
#if @refraction_enabled
uniform sampler2D refractionMap;
uniform sampler2D refractionDepthMap;
vec4 mw_sampleRefractionMap(vec2 uv)
{
return texture2D(refractionMap, uv);
}
float mw_sampleRefractionDepthMap(vec2 uv)
{
return texture2D(refractionDepthMap, uv).x;
}
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#endif
uniform sampler2D omw_SamplerLastShader;
vec4 mw_samplerLastShader(vec2 uv)
{
return texture2D(omw_SamplerLastShader, uv);
}
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#if @skyBlending
uniform sampler2D sky;
vec3 mw_sampleSkyColor(vec2 uv)
{
return texture2D(sky, uv).xyz;
}
#endif