/** * @file lightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); void default_lighting() { vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); gl_FragColor = color; }