//precisionmediump float; uniform sampler2D Texture; varying vec2 texCoord; varying float fogDistance; void main() { vec4 color = texture2D(Texture,texCoord).rgba; if(color.a < 0.1) discard; vec3 fogColor = vec3(0.53, 0.81, 0.92); float fogFactor = clamp((fogDistance - 30.0) / 10.0, 0.0, 1.0); vec3 finalColor = mix(color.rgb, fogColor, fogFactor); gl_FragColor = vec4(finalColor, color.a); }