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