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fgdata/Shaders/3dcloud.frag

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338 B
GLSL
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uniform sampler2D baseTexture;
varying float fogFactor;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a <= 0.01)
discard;
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
gl_FragColor.a = finalColor.a;
}