uniform sampler2D colormap; uniform sampler2D skin; uniform float ambient; uniform float shadelight; uniform vec3 lightvec; uniform vec4 fog; varying vec3 normal; varying vec2 st; varying vec4 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 vec4 (mix (fog_color.rgb, color.rgb, f), color.a); } void main (void) { float pix = texture2D (skin, st).r; float light = ambient; float d, col; vec4 lit; d = dot (normal, lightvec); d = min (d, 0.0); light = 255.0 - light; light += d * shadelight; lit = texture2D (colormap, vec2 (pix, light / 255.0)); gl_FragColor = fogBlend (lit * color); }