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