/** * @file lightFullbrightWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ 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; color.rgb = fullbrightAtmosTransport(color.rgb); gl_FragColor = applyWaterFog(color); }