varying vec3 ldir;
varying vec2 tex_coord;
-const float fog_density = 0.005;
-const vec4 sky_color = vec4(0.35, 0.5, 0.65, 1.0);
+// const float fog_density = 0.005;
+uniform float fog_density;
+const vec3 sky_color = vec3(0.35, 0.5, 0.65);
out vec4 color;
vec4 texel = texture2D(tex, tex_coord);
- vec4 object_color;
- object_color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
- object_color.w = 1.0;
+ vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
- color = mix(sky_color, object_color, fog);
+ color.xyz = mix(sky_color, object_color, fog);
+ color.w = 1.0;
}