File: hpl1_Water_Fog.fragment

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// Water_Diffuse.fragment

in vec4 vColor;
in vec2 vUv;
in float vFogUv;

OUTPUT

uniform sampler2D tex0; // diffuse
uniform sampler1D tex1; // fog

void main() {
	outColor = texture(tex0, vUv) * texture1D(tex1, vFogUv).rrrg * vColor;
}