// -*-C++-*- uniform sampler2D texture; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// void main() { vec4 color = vec4(1.0, 1.0, 1.0, 1.0); vec4 texel; vec4 fragColor; vec4 finalColor; texel = texture2D(texture, gl_TexCoord[0].st); fragColor = color * texel; finalColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = finalColor; }