diff --git a/GPU/Common/FragmentShaderGenerator.cpp b/GPU/Common/FragmentShaderGenerator.cpp index e52a458607..e4e101f1d7 100644 --- a/GPU/Common/FragmentShaderGenerator.cpp +++ b/GPU/Common/FragmentShaderGenerator.cpp @@ -864,7 +864,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu if (enableFog) { WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n"); - WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n"); + WRITE(p, " v.rgb = mix(u_fogcolor, v.rgb, fogCoef);\n"); } // Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].