/** 
 * @file lightFullbrightShinyWaterF.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */
 



uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;

vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
vec4 applyWaterFog(vec4 color);

void fullbright_shiny_lighting_water()
{
	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
	color.rgb *= gl_Color.rgb;
	
	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	
	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);

	color.rgb = fullbrightShinyAtmosTransport(color.rgb);
	color.rgb = fullbrightScaleSoftClip(color.rgb);
	color.a = max(color.a, gl_Color.a);

	gl_FragColor = applyWaterFog(color);
}

