23 lines
		
	
	
		
			502 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
		
			502 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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);
 | 
						|
 | 
						|
} |