#ifdef USE_FOG #ifdef USE_LOGDEPTHBUF_EXT float depth = gl_FragDepthEXT / gl_FragCoord.w; #else float depth = gl_FragCoord.z / gl_FragCoord.w; #endif #ifdef FOG_EXP2 float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) ); #else float fogFactor = smoothstep( fogNear, fogFar, depth ); #endif gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); #endif