#version 330 #extension GL_OVR_multiview : require #extension GL_OVR_multiview2 : require #extension GL_EXT_texture_array : require #include "lib/core/fragment.h.glsl" uniform sampler2DArray reflectionMap; vec4 sampleReflectionMap(vec2 uv) { return texture(reflectionMap, vec3((uv), gl_ViewID_OVR)); } #if @waterRefraction 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 texture(opaqueDepthTex, vec3((uv), gl_ViewID_OVR)); }