uniform sampler2D baseTexture; varying float fogFactor; varying vec3 hazeColor; uniform bool is_lightning; void main(void) { vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); vec4 finalColor = base * gl_Color; if (is_lightning==0) {gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );} else {gl_FragColor.rgb = finalColor;} gl_FragColor.a = mix(0.0, finalColor.a, fogFactor); }