Added darklands
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//precisionmediump float;
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uniform sampler2D Texture;
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uniform float uAlpha;
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varying vec2 texCoord;
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varying float fogDistance;
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void main()
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{
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vec4 color = texture2D(Texture, texCoord).rgba;
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if (color.a < 0.1)
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discard;
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vec3 tinted = mix(color.rgb, vec3(0.5, 0.5, 0.8), 0.3);
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vec3 fogColor = vec3(0.05, 0.05, 0.2);
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float fogFactor = clamp((fogDistance - 5.0) / 10.0, 0.0, 1.0);
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vec3 finalColor = mix(tinted, fogColor, fogFactor);
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gl_FragColor = vec4(finalColor, color.a * uAlpha);
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}
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