- /**
- * @file lightShinyWaterF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- uniform sampler2D diffuseMap;
- uniform samplerCube environmentMap;
- void shiny_lighting_water()
- {
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
- }