1
0
Fork 0
fgdata/Shaders/3dcloud.frag

15 lines
365 B
GLSL

uniform sampler2D baseTexture;
varying float fogFactor;
varying vec4 cloudColor;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a < 0.02)
discard;
vec4 finalColor = base * cloudColor;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
gl_FragColor.a = finalColor.a;
}