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openmw/files/shaders/openmw_fragment.h.glsl

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GLSL

@link "openmw_fragment.glsl"
vec4 mw_sampleReflectionMap(vec2 uv);
#if @refraction_enabled
vec4 mw_sampleRefractionMap(vec2 uv);
float mw_sampleRefractionDepthMap(vec2 uv);
#endif