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			33 lines
		
	
	
	
		
			579 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
	
		
			579 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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