/** * @file lightFullbrightWaterAlphaMaskF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; vec4 diffuseLookup(vec2 texcoord); vec3 fullbrightAtmosTransport(vec3 light); vec4 applyWaterFog(vec4 color); void fullbright_lighting_water() { vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; if (color.a < minimum_alpha || color.a > maximum_alpha) { discard; } color.rgb = fullbrightAtmosTransport(color.rgb); gl_FragColor = applyWaterFog(color); }