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/** 
 * @file lightShinyWaterF.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */


uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;

void shiny_lighting_water() 
{
	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
	gl_FragColor = color;
}