/** * @file lightFullbrightShinyWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void fullbright_shiny_lighting_water() { gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); }