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			33 lines
		
	
	
	
		
			579 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
	
		
			579 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| #include "openmw_fragment.h.glsl"
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| 
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| uniform sampler2D reflectionMap;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #endif
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| 
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| uniform sampler2D omw_SamplerLastShader;
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| 
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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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