/** * @file lightShinyF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform samplerCube environmentMap; uniform sampler2D diffuseMap; vec3 scaleSoftClip(vec3 light); vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void shiny_lighting() { vec4 color = texture2D(diffuseMap,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 = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, gl_Color.a); gl_FragColor = color; }