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fgdata/Shaders/tree.frag

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GLSL
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#version 120
uniform sampler2D baseTexture;
//varying float fogFactor;
//varying vec4 PointPos;
//varying vec4 EyePos;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a <= 0.01)
discard;
vec4 fragColor = base * gl_Color;
//gl_FragColor = vec4(mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor ), finalColor.a);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}