- /**
- * @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);
- }