!!permu FOG !!samps 1 //used by both particles and sprites. //note the fog blending mode is all that differs from defaultadditivesprite #include "sys/defs.h" #include "sys/fog.h" varying vec2 tc; varying vec4 vc; #ifdef VERTEX_SHADER void main () { tc = v_texcoord; vc = v_colour; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform vec4 e_vlscale; void main () { vec4 col = texture2D(s_t0, tc); #ifdef MASK if (col.a < float(MASK)) discard; #endif gl_FragColor = fog4blend(col * vc * e_colourident * e_vlscale); } #endif