varying vec4 pixelpos; //=========================================================================== // // Main shader routine // //=========================================================================== void main() { float fogdist; float fogfactor; // // calculate fog factor // #if (DEF_FOG_ENABLED == 1) && (DEF_FOG_RADIAL == 0) && (DEF_FOG_COLOURED == 1) // This was uFogEnabled = -1,, TODO check this { fogdist = pixelpos.w; } #else { fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz)); } #endif fogfactor = exp2 (uFogDensity * fogdist); gl_FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor); }