2009-09-29 07:41:11 +00:00
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uniform sampler2D baseTexture;
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varying float fogFactor;
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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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2012-12-05 21:37:16 +00:00
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if (base.a <= 0.01)
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discard;
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2009-09-29 07:41:11 +00:00
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vec4 finalColor = base * gl_Color;
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gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
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2012-01-17 22:19:53 +00:00
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gl_FragColor.a = finalColor.a;
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2009-09-29 07:41:11 +00:00
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}
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