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#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: */
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