uniform sampler2D baseTexture;

varying float fogFactor;
varying float distanceFactor;
varying vec2  texCoord;


void main(void)
{
    vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
    vec4 finalColor = base * gl_Color;
    gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor);
    gl_FragColor.a = mix(0.0, finalColor.a, distanceFactor);
}