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/** * @file lightShinyF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; uniform samplerCube environmentMap; void shiny_lighting() { vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragColor = color; }