2 uniform vec3 fog_color, grid_color;
8 vec3 texel = texture2D(tex, gl_TexCoord[0].st).xyz;
9 vec3 color = pow(texel * grid_color, vec3(0.75)) * 2.0;
11 float dist = abs(vpos.z);
12 float fog = 1.0 - exp(-dist * 0.11);
14 float t = clamp(fog, 0.0, 1.0);
15 gl_FragColor.xyz = mix(color, fog_color, t);