Added covers, cross-fade
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@@ -3,6 +3,7 @@ precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D uShadowMap;
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uniform vec3 uLightDir;
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uniform float uAlpha;
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varying vec2 texCoord;
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varying vec4 fragPosLightSpace;
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@@ -72,5 +73,5 @@ void main()
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float fogFactor = clamp((fogDistance - 30.0) / 10.0, 0.0, 1.0);
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color.rgb = mix(color.rgb, fogColor, fogFactor);
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gl_FragColor = color;
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gl_FragColor = vec4(color.rgb, color.a * uAlpha);
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}
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