14 lines
336 B
GLSL
14 lines
336 B
GLSL
varying vec4 out_col;
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varying vec2 out_uv;
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uniform sampler2D texImage;
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uniform vec3 fogCol;
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uniform float fogDensity;
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void main() {
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vec4 col = texture(texImage, out_uv) * out_col;
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float depth = 1.0 / gl_FragCoord.w;
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float f = clamp(exp2(fogDensity * depth), 0.0, 1.0);
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col.rgb = mix(fogCol, col.rgb, f);
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gl_FragColor = col;
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}
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