@Pincho Paxton - I can use cumbers fog. It doesn't have scrolling. (I think, but it doesn't matter)
Here is the code for the fog:
Global fxVec : fxVec = NextVector()
NULL = Make Vector4(fxVec)
Load Effect "fogShader.fx", 1, 0
fxUpdAmbient(1, 0.5, 0.5, 0.5)
fxUpdDiffuse(1, 0.5, 0.5, 0.5)
fxUpdSpecular(1, 0.3, 0.3, 0.3)
fxUpdShininess(1, 80)
fxUpdFogNear(1, 1)
fxUpdFogFar(1, 500)
fxUpdAltitudeScale(1, 50)
fxUpdThinning(1, 50)
fxUpdFogColor(1, 0.5, 0.5, 0.5)
Function fxUpdLightPos(fx As Integer, x As Float, y As Float, z As Float)
Set Vector4 fxVec, x, y, z, 0.0
Set Effect Constant Vector fx, "LightPosition", fxVec
EndFunction
Function fxUpdAmbient(fx As Integer, x As Float, y As Float, z As Float)
Set Vector4 fxVec, x, y, z, 1.0
Set Effect Constant Vector fx, "ambient", fxVec
EndFunction
Function fxUpdDiffuse(fx As Integer, x As Float, y As Float, z As Float)
Set Vector4 fxVec, x, y, z, 1.0
Set Effect Constant Vector fx, "diffuse", fxVec
EndFunction
Function fxUpdSpecular(fx As Integer, x As Float, y As Float, z As Float)
Set Vector4 fxVec, x, y, z, 1.0
Set Effect Constant Vector fx, "specularColor", fxVec
EndFunction
Function fxUpdShininess(fx As Integer, r As Float)
Set Effect Constant Float fx, "shinines", r
EndFunction
Function fxUpdFogNear(fx As Integer, r As Float)
Set Effect Constant Float fx, "fogNear", r
EndFunction
Function fxUpdFogFar(fx As Integer, r As Float)
Set Effect Constant Float fx, "fogFar", r
EndFunction
Function fxUpdAltitudeScale(fx As Integer, r As Float)
Set Effect Constant Float fx, "fogAltitudeScale", r
EndFunction
Function fxUpdThinning(fx As Integer, r As Float)
Set Effect Constant Float fx, "fogThinning", r
EndFunction
Function fxUpdFogColor(fx As Integer, x As Float, y As Float, z As Float)
Set Vector4 fxVec, x, y, z, 1.0
Set Effect Constant Vector fx, "fogColor", fxVec
EndFunction
Attached is the fog shader.
Could that work instead?
DigitalFury