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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;
}
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