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#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: */
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