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/** * @file lightFullbrightShinyF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void fullbright_shiny_lighting() { gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); }