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/**
* @file lightFullbrightShinyWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void fullbright_shiny_lighting_water()
{
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
}
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