#version 330 compatibility #extension GL_OVR_multiview : require #extension GL_OVR_multiview2 : require #extension GL_EXT_texture_array : require #include "openmw_fragment.h.glsl" uniform sampler2DArray reflectionMap; vec4 mw_sampleReflectionMap(vec2 uv) { return texture2DArray(reflectionMap, vec3((uv), gl_ViewID_OVR)); } #if @refraction_enabled uniform sampler2DArray refractionMap; uniform sampler2DArray refractionDepthMap; vec4 mw_sampleRefractionMap(vec2 uv) { return texture2DArray(refractionMap, vec3((uv), gl_ViewID_OVR)); } float mw_sampleRefractionDepthMap(vec2 uv) { return texture2DArray(refractionDepthMap, vec3((uv), gl_ViewID_OVR)).x; } #endif uniform sampler2DArray omw_SamplerLastShader; vec4 mw_samplerLastShader(vec2 uv) { return texture2DArray(omw_SamplerLastShader, vec3((uv), gl_ViewID_OVR)); } #if @skyBlending uniform sampler2DArray sky; vec3 mw_sampleSkyColor(vec2 uv) { return texture2DArray(sky, vec3((uv), gl_ViewID_OVR)).xyz; } #endif