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- uniform sampler2D diffuse;
- varying vec4 vertexColor;
- varying vec4 specularColor;
- void main()
- {
- vec4 texColor = texture2D(diffuse, gl_TexCoord[0].st);
- vec4 color = (texColor*vertexColor) + specularColor;
-
- // 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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