12 lines
332 B
GLSL
12 lines
332 B
GLSL
uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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vec4 finalColor = base * gl_Color;
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gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
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gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
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}
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