uniform sampler2D Texture;
uniform float FogBeginDistance;
uniform float FogEndDistance;

varying vec2 texCoord;
varying vec3 vertexPos;


void main()
{
	vec4 texColor = texture2D(Texture,texCoord).rgba;
	
	vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
	
	float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
	
	fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
	
	vec4 resultColor = mix(texColor, fogColor, fogDistCoef);
	
	gl_FragColor =  vec4(resultColor.rgb, 1.0);

}