DefaultShaderVertex.frag 578 B

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  1. uniform sampler2D diffuse;
  2. varying vec4 vertexColor;
  3. varying vec4 specularColor;
  4. void main()
  5. {
  6. vec4 texColor = texture2D(diffuse, gl_TexCoord[0].st);
  7. vec4 color = (texColor*vertexColor) + specularColor;
  8. // fog
  9. const float LOG2 = 1.442695;
  10. float z = gl_FragCoord.z / gl_FragCoord.w;
  11. float fogFactor = exp2( -gl_Fog.density *
  12. gl_Fog.density *
  13. z *
  14. z *
  15. LOG2 );
  16. fogFactor = clamp(fogFactor, 0.0, 1.0);
  17. color = mix(gl_Fog.color, color, fogFactor );
  18. color.a = vertexColor.a * texColor.a;
  19. gl_FragColor = color;
  20. }