📄 fog.fs
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// fog.fs
//
// per-pixel fog
uniform float density;
void main(void)
{
const vec4 fogColor = vec4(0.5, 0.8, 0.5, 1.0);
// calculate 2nd order exponential fog factor
// based on fragment's Z distance
const float e = 2.71828;
float fogFactor = (density * gl_FragCoord.z);
fogFactor *= fogFactor;
fogFactor = clamp(pow(e, -fogFactor), 0.0, 1.0);
// Blend fog color with incoming color
gl_FragColor = mix(fogColor, gl_Color, fogFactor);
}
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