#version 120 uniform sampler2D tex; uniform vec3 player_pos; varying vec3 normal, pos; void foggify(vec3 player_pos, vec3 pos); void main() { vec4 color = texture2D(tex, gl_TexCoord[0].st); if(color.a < 0.7) discard; gl_FragColor = color; float n = clamp(dot(normal, vec3(0, 0, 1)) + .5, .3, 1); gl_FragColor.rgb *= n; foggify(player_pos, pos); } /* vim: set syn=glsl: */