//varying float fogCoord; varying vec3 PointPos; //varying vec4 EyePos; void fog_func(int type) { PointPos = (gl_ModelViewMatrix * gl_Vertex).xyz; //PointPos = gl_Vertex; //EyePos = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); //fogCoord = abs(ecPosition.z); }