28 lines
609 B
GLSL
28 lines
609 B
GLSL
/**
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* @file lightShinyWaterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2D diffuseMap;
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uniform samplerCube environmentMap;
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void shiny_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
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color.rgb *= gl_Color.rgb;
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vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
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color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
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color.rgb = atmosLighting(color.rgb);
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color.a = max(color.a, gl_Color.a);
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gl_FragColor = applyWaterFog(color);
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}
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