#version 120 //varying float fogCoord; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// void main() { vec4 fragColor = gl_FrontMaterial.ambient; // float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); // gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); gl_FragColor = fragColor; }