//precision mediump float; uniform sampler2D palette; uniform vec4 fog; varying float color; float sqr (float x) { return x * x; } vec4 fogBlend (vec4 color) { float f; vec4 fog_color = vec4 (fog.rgb, 1.0); f = exp (-sqr (fog.a / gl_FragCoord.w)); return mix (fog_color, color, f); } void main (void) { if (color == 1.0) discard; gl_FragColor = fogBlend (texture2D (palette, vec2 (color, 0.0))); }