/** * @file lightWaterAlphaMaskNonIndexedF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform float minimum_alpha; uniform float maximum_alpha; uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; if (color.a < minimum_alpha || color.a > maximum_alpha) { discard; } color.rgb = atmosLighting(color.rgb); color = applyWaterFog(color); gl_FragColor = color; }