/** * @file lightShinyWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void shiny_lighting_water() { vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragColor = color; }