3 precision mediump float;
7 uniform int uTextureUsage0;
8 uniform sampler2D uTextureUnit0;
9 uniform int uBlendType;
10 uniform int uFogEnable;
12 uniform vec4 uFogColor;
13 uniform float uFogStart;
14 uniform float uFogEnd;
15 uniform float uFogDensity;
19 varying vec2 vTextureCoord0;
20 varying vec4 vVertexColor;
21 varying vec4 vSpecularColor;
22 varying float vFogCoord;
26 const float LOG2 = 1.442695;
27 float FogFactor = 0.0;
29 if (uFogType == 0) // Exp
31 FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
33 else if (uFogType == 1) // Linear
35 float Scale = 1.0 / (uFogEnd - uFogStart);
36 FogFactor = (uFogEnd - vFogCoord) * Scale;
38 else if (uFogType == 2) // Exp2
40 FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
43 FogFactor = clamp(FogFactor, 0.0, 1.0);
50 vec4 Color0 = vVertexColor;
51 vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
53 if (bool(uTextureUsage0))
54 Color1 = texture2D(uTextureUnit0, vTextureCoord0);
56 vec4 FinalColor = Color0 * Color1;
57 FinalColor += vSpecularColor;
61 FinalColor.w = Color0.w;
63 else if (uBlendType == 2)
65 FinalColor.w = Color1.w;
70 float FogFactor = computeFog();
71 vec4 FogColor = uFogColor;
73 FinalColor = mix(FogColor, FinalColor, FogFactor);
76 gl_FragColor = FinalColor;