#version 410 core out vec4 color; in vec4 fragment_color; in vec3 tex_coord; in float fogginess; uniform sampler2D tex_T0; uniform float alpha_min; uniform float alpha_max; uniform vec4 fog_color; uniform int gfx_hack_no_tex; void main() { if (gfx_hack_no_tex == 0) { //vec4 T0 = texture(tex_T0, tex_coord); vec4 T0 = texture(tex_T0, tex_coord.xy); color = fragment_color * T0; } else { color = fragment_color/2; } if (color.a < alpha_min || color.a > alpha_max) { discard; } color.rgb = mix(color.rgb, fog_color.rgb, clamp(fogginess * fog_color.a, 0, 1)); }