uniform sampler2D baseTexture; varying float fogFactor; varying vec3 hazeColor; void main(void) { vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); if (base.a < 0.02) discard; vec4 finalColor = base * gl_Color; gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor ); gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)); }