/** * Authors: Eric Poggel * License: public domain */ uniform sampler2D tex; varying float fog; void main (void) { vec4 color = gl_Color * texture2D(tex, gl_TexCoord[0].st) + gl_SecondaryColor; color = vec4(mix(vec3(gl_Fog.color), vec3(color), fog), color.a); gl_FragColor = clamp(color, 0.0, 1.0); }