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fgdata/Compositor/Shaders/Default/3dcloud.frag

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GLSL
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#version 120
uniform sampler2D baseTexture;
varying float fogFactor;
varying vec4 cloudColor;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a < 0.02)
discard;
vec4 finalColor = base * cloudColor;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
gl_FragColor.a = finalColor.a;
}