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/**
* @file lightShinyWaterF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
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.a = max(color.a, gl_Color.a);
gl_FragColor = applyWaterFog(color);
}
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