fshader71.glsl 383 B

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  1. #version 150
  2. in vec4 color;
  3. in vec2 texCoord;
  4. in float fog_factor;
  5. out vec4 fColor;
  6. uniform sampler2D tex;
  7. void main() {
  8. if (texCoord.x > 10) { // cow
  9. fColor = vec4(0.1, 0.1, 0.1, 1);
  10. }
  11. else { // tex
  12. fColor = color * texture(tex, texCoord);
  13. }
  14. // fog
  15. vec4 fogColor = vec4(0.5, 0.5, 0.5, 1);
  16. fColor = fColor * fog_factor + fogColor * (1 - fog_factor);
  17. }