#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 = exp2( - square( fogDensity ) * square( depth ) * LOG2 ); fogFactor = whiteCompliment( fogFactor ); #else float fogFactor = smoothstep( fogNear, fogFar, depth ); #endif outgoingLight = mix( outgoingLight, fogColor, fogFactor ); #endif