if(r_refdef.fogenabled)
{
+ R_SetupGenericShader(false);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - r_refdef.fogmasktable[FOGMASKTABLEWIDTH-1]);
for (i = 0;i < 6;i++)