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fgdata/Shaders/cloud-static-ALS.frag

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uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
vec3 filter_combined (in vec3 color) ;
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void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
vec4 fragColor = vec4 (mix(hazeColor, finalColor.rgb, fogFactor ), mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)));
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
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}