/** * @file lightWaterF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ 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; color.rgb = atmosLighting(color.rgb); gl_FragColor = applyWaterFog(color); }