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#version 120
#if @useGPUShader4
#extension GL_EXT_gpu_shader4: require
#endif
#if @diffuseMap
uniform sampler2D diffuseMap;
varying vec2 diffuseMapUV;
#endif
uniform bool noAlpha;
#if @radialFog
varying float euclideanDepth;
#else
varying float linearDepth;
#endif
uniform bool useFalloff;
varying float passFalloff;
#include "vertexcolors.glsl"
#include "alpha.glsl"
void main()
{
#if @diffuseMap
gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
#else
gl_FragData[0] = vec4(1.0);
#endif
gl_FragData[0] *= getDiffuseColor();
if (useFalloff)
gl_FragData[0].a *= passFalloff;
alphaTest();
#if @radialFog
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
#if @translucentFramebuffer
if (noAlpha)
gl_FragData[0].a = 1.0;
#endif
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
}
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