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/**
* @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform float minimum_alpha;
uniform float maximum_alpha;
uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
discard;
}
color.rgb = fullbrightAtmosTransport(color.rgb);
gl_FragColor = applyWaterFog(color);
}
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