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/** 
 * @file lightWaterF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */

uniform sampler2D diffuseMap;

vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);

void default_lighting_water()
{
	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;

	color.rgb = atmosLighting(color.rgb);

	gl_FragColor = applyWaterFog(color);
}