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fgdata/Shaders/cloud-static-lightfield.frag
2012-03-08 23:22:27 +01:00

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352 B
GLSL

uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
}