openmw/files/shaders/lib/core/fragment_multiview.glsl

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#version 330
#extension GL_OVR_multiview : require
#extension GL_OVR_multiview2 : require
#extension GL_EXT_texture_array : require
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#include "lib/core/fragment.h.glsl"
uniform sampler2DArray reflectionMap;
vec4 sampleReflectionMap(vec2 uv)
{
return texture(reflectionMap, vec3((uv), gl_ViewID_OVR));
}
#if @waterRefraction
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uniform sampler2DArray refractionMap;
uniform sampler2DArray refractionDepthMap;
vec4 sampleRefractionMap(vec2 uv)
{
return texture(refractionMap, vec3((uv), gl_ViewID_OVR));
}
float sampleRefractionDepthMap(vec2 uv)
{
return texture(refractionDepthMap, vec3((uv), gl_ViewID_OVR)).x;
}
#endif
uniform sampler2DArray lastShader;
vec4 samplerLastShader(vec2 uv)
{
return texture(lastShader, vec3((uv), gl_ViewID_OVR));
}
#if @skyBlending
uniform sampler2DArray sky;
vec3 sampleSkyColor(vec2 uv)
{
return texture(sky, vec3((uv), gl_ViewID_OVR)).xyz;
}
#endif
uniform sampler2DArray opaqueDepthTex;
vec4 sampleOpaqueDepthTex(vec2 uv)
{
return texture2DArray(opaqueDepthTex, vec3((uv), gl_ViewID_OVR));
}