2012-03-08 22:20:39 +00:00
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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2012-12-16 22:16:16 +00:00
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if (base.a < 0.02)
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discard;
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2012-03-08 22:20:39 +00:00
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vec4 finalColor = base * gl_Color;
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2012-04-26 10:03:51 +00:00
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2012-03-08 22:20:39 +00:00
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gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
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gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
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}
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