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20 lines
423 B
GLSL
20 lines
423 B
GLSL
#version 120
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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varying float depth;
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void main()
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{
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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#else
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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}
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