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- uniform samplerCube lightCube;
- varying vec4 vertexColor;
- varying vec3 normal;
- uniform vec4 ambient_color;
- varying vec3 worldNormal;
- void main()
- {
- vec4 texColor = textureCube(lightCube, worldNormal * -1.0);
- vec4 color = vec4(1.0,1.0,1.0,1.0) + ambient_color;
- color = clamp((color*vertexColor*texColor), 0.0, 1.0);
- // fog
- const float LOG2 = 1.442695;
- float z = gl_FragCoord.z / gl_FragCoord.w;
- float fogFactor = exp2( -gl_Fog.density *
- gl_Fog.density *
- z *
- z *
- LOG2 );
- fogFactor = clamp(fogFactor, 0.0, 1.0);
- color = mix(gl_Fog.color, color, fogFactor );
- color.a = vertexColor.a * texColor.a;
- gl_FragColor = color;
- }
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