uniform sampler2D sampler0; void main (void) { float fogFactor = (gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale; fogFactor = clamp(fogFactor,0.0,1.0); gl_FragColor = texture2D( sampler0, gl_TexCoord[0].st); vec4 theColor = vec4(0,0,0,0); gl_FragColor = mix(theColor, gl_FragColor, fogFactor ); }