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