Nevermind, I just had to add "fog_color = 1;" in the Lite-C code

Edit:
This is the vertex shader in case someone else don't know how to use fog (it supports 8 lights as well):
struct VS_OUTPUT
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float Fog : FOG;
float4 Diffuse: COLOR0;
float4 Ambient: COLOR1;
};
VS_OUTPUT vs_main(VS_OUTPUT _in,float3 inNormal: NORMAL)
{
_in.Fog = DoFog(_in.Pos);
_in.Pos = mul(_in.Pos,matWorldViewProj);
_in.Tex1 = _in.Tex0;
_in.Tex2 = _in.Tex0;
_in.Ambient = ambientLighting;
float4 LightColor = 0;
for(int i = 0;i < 8;i++)
LightColor += DoLight(_in.Pos,inNormal.xyz,i);
_in.Diffuse = LightColor;
return _in;
}
I thought I needed to do something in the pixelshader as well to add the fog, but that isn't necessary it seems. Also, remember "#inlcude <fog>" of course
