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48 lines
999 B
GLSL
48 lines
999 B
GLSL
#version 330 compatibility
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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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#include "openmw_fragment.h.glsl"
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uniform sampler2DArray reflectionMap;
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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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#if @refraction_enabled
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uniform sampler2DArray refractionMap;
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uniform sampler2DArray refractionDepthMap;
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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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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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#endif
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uniform sampler2DArray omw_SamplerLastShader;
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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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#if @skyBlending
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uniform sampler2DArray sky;
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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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