uniform mediump float fogDistance; varying mediump vec4 varColor; varying mediump vec2 varTexCoord; varying mediump vec3 eyeVec; // divided by fogDistance const float e = 2.718281828459; const float BS = 10.0; void main(void) { varTexCoord = inTexCoord0.xy; gl_Position = mWorldViewProj * inVertexPosition; eyeVec = -(mWorldView * inVertexPosition).xyz / fogDistance; varColor = inVertexColor; }