in vec2 Texcoord; in vec4 Color; uniform sampler2D tex; uniform float alphaRef; uniform UBOOL alphaTest; uniform UBOOL useTexture; uniform UBOOL enableFog; uniform vec4 fogColor; varying float fogFactor; OUTPUT void main() { outColor = Color; if (useTexture) { outColor = texture(tex, Texcoord) * outColor; } if (enableFog) { outColor.rgb = mix(fogColor.rgb, outColor.rgb, fogFactor); } if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) { discard; } }