2012-03-08 22:20:39 +00:00
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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2015-08-12 08:31:05 +00:00
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uniform bool is_lightning;
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2012-03-08 22:20:39 +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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2015-08-12 08:31:05 +00:00
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if (is_lightning==0)
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{gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );}
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else
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{gl_FragColor.rgb = finalColor;}
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2012-03-08 22:20:39 +00:00
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gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
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}
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