!!permu FOG !!samps 1 !!argf MASK=0 !!cvarb r_fog_exp2=true //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" layout(location=0) varying vec2 tc; layout(location=1) varying vec4 vc; #ifdef VERTEX_SHADER void main () { tc = v_texcoord; vc = v_colour; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER void main () { vec4 col = texture2D(s_t0, tc); if (arg_MASK!=0.0 && col.a < float(arg_MASK)) discard; gl_FragColor = fog4additive(col * vc * e_colourident); } #endif