#version 120 varying vec3 pos; uniform vec3 player_pos; uniform sampler2D tex; uniform float t; void main() { gl_FragColor = texture2D(tex, gl_TexCoord[0].st + vec2(t)) - vec4(.2, .2, 0, 0); gl_FragColor = mix(gl_FragColor, gl_Fog.color, pow(length(player_pos - pos)/100, 5)); gl_FragColor.a = 0.7; } /* vim: set syn=glsl: */