/** * @file lightFullbrightShinyWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform samplerCube environmentMap; vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_shiny_lighting_water() { vec4 color = diffuseLookup(gl_TexCoord[0].xy); color.rgb *= gl_Color.rgb; vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, gl_Color.a); gl_FragColor = applyWaterFog(color); }