2016-08-03 07:59:29 +00:00
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#version 120
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2012-01-03 19:21:34 +00:00
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uniform sampler2D baseTexture;
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varying float fogFactor;
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2016-04-06 06:26:49 +00:00
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vec3 filter_combined (in vec3 color) ;
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2012-01-03 19:21:34 +00:00
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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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vec4 finalColor = base * gl_Color;
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gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
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gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
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}
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