7 uniform bool debugContDist;
11 FragColor = mix(vec4(1, 1, 1, 1), vec4(1, 0, 0, 1), density);
14 // Cf = color from fragment, Ct = color from texture
15 // Cc = color from texture environment -- not set, defaults to (0,0,0,0)
16 // Af = alpha from fragment, At = alpha from texture
17 // C = output color, A = output alpha
18 float f = texture(tex, texCoord).r;
23 FragColor = color * f;
26 // C = Cf * (1-Ct) + Cc * Ct
28 vec3 C = color.rgb * (1 - f);
29 float A = color.a * f;
30 FragColor = vec4(C, A);