#version 120 uniform float fg_Fcoef; uniform sampler2D baseTexture; varying float fogFactor; varying vec3 hazeColor; varying float flogz; vec3 filter_combined (in vec3 color) ; void main(void) { vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); if (base.a < 0.02) discard; vec4 finalColor = base * gl_Color; finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor ); finalColor.rgb = filter_combined(finalColor.rgb); gl_FragColor.rgb = finalColor.rgb; gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)); // logarithmic depth gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5; }