uniform sampler2D baseTexture; varying float fogFactor; 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(gl_Fog.color.rgb, finalColor.rgb, fogFactor ); gl_FragColor.a = finalColor.a; }