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 | /** 
 * @file lightWaterF.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */
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);
}
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