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void water_lighting(inout vec3 diff);
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
varying vec4 specular;
void main()
{
vec4 depth = texture2D(diffuseMap, gl_TexCoord[0].xy);
vec4 diff = texture2D(bumpMap, gl_TexCoord[1].xy);
vec3 ref = textureCube(environmentMap, gl_TexCoord[2].xyz).rgb;
diff.rgb *= depth.rgb;
vec3 col = mix(diff.rgb, ref, specular.a)+specular.rgb*diff.rgb;
water_lighting(col.rgb);
gl_FragColor.rgb = col.rgb;
gl_FragColor.a = (gl_Color.a+depth.a)*0.5;
}
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