#ifndef OPENMW_FRAGMENT_H_GLSL #define OPENMW_FRAGMENT_H_GLSL @link "lib/core/fragment.glsl" if !@useOVR_multiview @link "lib/core/fragment_multiview.glsl" if @useOVR_multiview vec4 sampleReflectionMap(vec2 uv); #if @refraction_enabled vec4 sampleRefractionMap(vec2 uv); float sampleRefractionDepthMap(vec2 uv); #endif vec4 samplerLastShader(vec2 uv); #if @skyBlending vec3 sampleSkyColor(vec2 uv); #endif #endif // OPENMW_FRAGMENT_H_GLSL