uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying mediump vec4 varColor; varying mediump vec2 varTexCoord; varying mediump vec3 eyeVec; bool normalTexturePresent = false; bool texTileableHorizontal = false; bool texTileableVertical = false; bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / (1.0 - fogStart); void main(void) { vec2 uv = varTexCoord.st; vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD if (base.a == 0.0) discard; #endif vec4 col = base; col *= varColor; // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), // the fog will only be rendered correctly if the last operation before the // clamp() is an addition. Else, the clamp() seems to be ignored. // E.g. the following won't work: // float clarity = clamp(fogShadingParameter // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); // As additions usually come for free following a multiplication, the new formula // should be more efficient as well. // Note: clarity = (1 - fogginess) if (fogDistance > 0.0) { // -1.0 means disabled float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col = mix(skyBgColor, col, clarity); } gl_FragColor = vec4(col.rgb, base.a); }