void applyScatter(inout vec3 color); uniform sampler2D diffuseMap; void default_lighting() { vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); //applyScatter(color.rgb); gl_FragColor = color; } void alpha_lighting() { default_lighting(); } void water_lighting(inout vec3 diff) { applyScatter(diff); } void terrain_lighting(inout vec3 color) { color.rgb *= gl_Color.rgb; applyScatter(color); } vec4 getLightColor() { return gl_Color; }