//#define fog_FuncTION //default fog //varying float fogCoord; varying vec3 PointPos; //varying vec4 EyePos; vec3 fog_Func(vec3 color, int type) { //if (type == 0){ const float LOG2 = 1.442695; //vec3 EyePos = vec3(0.0); float fogCoord =length(PointPos); float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); if(gl_Fog.density == 1.0) fogFactor=1.0; return mix(gl_Fog.color.rgb, color, fogFactor); }