#version 150 in vec4 color; in vec2 texCoord; in float fog_factor; out vec4 fColor; uniform sampler2D tex; void main() { if (texCoord.x > 10) { // cow fColor = vec4(0.1, 0.1, 0.1, 1); } else { // tex fColor = color * texture(tex, texCoord); } // fog vec4 fogColor = vec4(0.5, 0.5, 0.5, 1); fColor = fColor * fog_factor + fogColor * (1 - fog_factor); }