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fgdata/Shaders/3dcloud-ALS.frag

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398 B
GLSL

uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
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(hazeColor, finalColor.rgb, fogFactor );
gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
}