uniform sampler2D colormap; uniform sampler2D texture; uniform sampler2D lightmap; uniform vec4 fog; varying vec2 tst; varying vec2 lst; 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 mix (fog_color, color, f); } void main (void) { float pix = texture2D (texture, tst).r; float light = texture2D (lightmap, lst).r; float col; vec4 c; c = texture2D (colormap, vec2 (pix, light * 4.0)) * color; gl_FragColor = fogBlend (c); }