3 precision mediump float;
7 uniform int uTextureUsage0;
8 uniform int uTextureUsage1;
9 uniform sampler2D uTextureUnit0;
10 uniform sampler2D uTextureUnit1;
11 uniform int uFogEnable;
13 uniform vec4 uFogColor;
14 uniform float uFogStart;
15 uniform float uFogEnd;
16 uniform float uFogDensity;
20 varying vec2 vTextureCoord0;
21 varying vec2 vTextureCoord1;
22 varying vec4 vVertexColor;
23 varying vec4 vSpecularColor;
24 varying float vFogCoord;
28 const float LOG2 = 1.442695;
29 float FogFactor = 0.0;
31 if (uFogType == 0) // Exp
33 FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
35 else if (uFogType == 1) // Linear
37 float Scale = 1.0 / (uFogEnd - uFogStart);
38 FogFactor = (uFogEnd - vFogCoord) * Scale;
40 else if (uFogType == 2) // Exp2
42 FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
45 FogFactor = clamp(FogFactor, 0.0, 1.0);
52 vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
53 vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
55 if (bool(uTextureUsage0))
56 Color0 = texture2D(uTextureUnit0, vTextureCoord0);
58 if (bool(uTextureUsage1))
59 Color1 = texture2D(uTextureUnit1, vTextureCoord1);
61 vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor;
65 float FogFactor = computeFog();
66 vec4 FogColor = uFogColor;
68 FinalColor = mix(FogColor, FinalColor, FogFactor);
71 gl_FragColor = FinalColor;