#version 120 uniform sampler2D baseTexture; //varying float fogFactor; //varying vec4 PointPos; //varying vec4 EyePos; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// void main(void) { vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); if (base.a <= 0.01) discard; vec4 fragColor = base * gl_Color; //gl_FragColor = vec4(mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor ), finalColor.a); fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }