#version 120 #include "lib/core/fragment.h.glsl" uniform sampler2D reflectionMap; vec4 sampleReflectionMap(vec2 uv) { return texture2D(reflectionMap, uv); } #if @refraction_enabled uniform sampler2D refractionMap; uniform sampler2D refractionDepthMap; vec4 sampleRefractionMap(vec2 uv) { return texture2D(refractionMap, uv); } float sampleRefractionDepthMap(vec2 uv) { return texture2D(refractionDepthMap, uv).x; } #endif uniform sampler2D lastShader; vec4 samplerLastShader(vec2 uv) { return texture2D(lastShader, uv); } #if @skyBlending uniform sampler2D sky; vec3 sampleSkyColor(vec2 uv) { return texture2D(sky, uv).xyz; } #endif