/** * @file lightWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform sampler2D tex3; uniform sampler2D tex4; uniform sampler2D tex5; uniform sampler2D tex6; uniform sampler2D tex7; varying float vary_texture_index; vec4 diffuseLookup(vec2 texcoord) { switch (int(vary_texture_index+0.25)) { case 0: return texture2D(tex0, texcoord); case 1: return texture2D(tex1, texcoord); case 2: return texture2D(tex2, texcoord); case 3: return texture2D(tex3, texcoord); case 4: return texture2D(tex4, texcoord); case 5: return texture2D(tex5, texcoord); case 6: return texture2D(tex6, texcoord); case 7: return texture2D(tex7, texcoord); } return vec4(0,0,0,0); } vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); void default_lighting_water() { vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; color.rgb = atmosLighting(color.rgb); gl_FragColor = applyWaterFog(color); }