in vec3 Tex; in vec4 viewpos; out vec4 FragColor; uniform vec4 highlightcolor; uniform vec4 fogsettings; uniform vec4 fogcolor; uniform samplerCube texture1; void main() { vec4 ncolor = texture(texture1, Tex); FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0); #if defined(ALPHA_TEST) if (FragColor.a < 0.5) discard; #endif if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0)); }