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/**
* @file lightShinyF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
vec3 scaleSoftClip(vec3 light);
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
color.rgb *= gl_Color.rgb;
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, gl_Color.a);
gl_FragColor = color;
}
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