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- ## vertex shader
- uniform float x_mult;
- void main()
- {
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = ftransform();
- gl_Position.x += sin(gl_Position.x + x_mult);
- }
- ## fragment shader
- void main()
- {
- const float asd = 10.0;
- float fog = clamp(abs(gl_FragDepth), 0.0, asd) / asd;
- gl_FragColor = mix(gl_Color, vec4(0.0, 0.0, 0.0, 0.0), fog);
- }
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