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			47 lines
		
	
	
	
		
			999 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
	
		
			999 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 compatibility
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| 
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| #extension GL_OVR_multiview : require
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| #extension GL_OVR_multiview2 : require
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| #extension GL_EXT_texture_array : require
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| 
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| #include "openmw_fragment.h.glsl"
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| 
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| uniform sampler2DArray reflectionMap;
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| 
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| vec4 mw_sampleReflectionMap(vec2 uv)
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| {
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|     return texture2DArray(reflectionMap, vec3((uv), gl_ViewID_OVR));
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| }
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| 
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| #if @refraction_enabled
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| 
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| uniform sampler2DArray refractionMap;
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| uniform sampler2DArray refractionDepthMap;
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| 
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| vec4 mw_sampleRefractionMap(vec2 uv)
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| {
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|     return texture2DArray(refractionMap, vec3((uv), gl_ViewID_OVR));
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| }
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| 
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| float mw_sampleRefractionDepthMap(vec2 uv)
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| {
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|     return texture2DArray(refractionDepthMap, vec3((uv), gl_ViewID_OVR)).x;
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| }
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| 
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| #endif
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| 
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| uniform sampler2DArray omw_SamplerLastShader;
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| 
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| vec4 mw_samplerLastShader(vec2 uv)
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| {
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|     return texture2DArray(omw_SamplerLastShader, vec3((uv), gl_ViewID_OVR));
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| }
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| 
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| #if @skyBlending
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| uniform sampler2DArray sky;
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| 
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| vec3 mw_sampleSkyColor(vec2 uv)
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| {
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|     return texture2DArray(sky, vec3((uv), gl_ViewID_OVR)).xyz;
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| }
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| #endif
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