!!ver 130 !!permu FOG !!samps reflectcube !!cvardf gl_mono=0 #include "sys/defs.h" #include "sys/fog.h" varying vec3 pos; #ifdef VERTEX_SHADER void main () { pos = v_position.xyz - e_eyepos; pos.y = -pos.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER void main () { vec4 skybox = textureCube(s_reflectcube, pos); if (gl_mono == 1.0) { float bw = (skybox.r + skybox.g + skybox.b) / 3.0; skybox.rgb = vec3(bw, bw, bw) * 1.5; } gl_FragColor = vec4(fog3(skybox.rgb), 1.0); } #endif