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/**
* @file lightShinyWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
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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