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

Edit:
This is the vertex shader in case someone else don't know how to use fog (it supports 8 lights as well):
Code:
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 wink

Last edited by Claus_N; 08/08/09 11:29.