3 precision mediump float;
7 uniform int uTextureUsage0;
8 uniform sampler2D uTextureUnit0;
9 uniform int uFogEnable;
11 uniform vec4 uFogColor;
12 uniform float uFogStart;
13 uniform float uFogEnd;
14 uniform float uFogDensity;
18 varying vec2 vTextureCoord0;
19 varying vec4 vVertexColor;
20 varying float vFogCoord;
24 const float LOG2 = 1.442695;
25 float FogFactor = 0.0;
27 if (uFogType == 0) // Exp
29 FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
31 else if (uFogType == 1) // Linear
33 float Scale = 1.0 / (uFogEnd - uFogStart);
34 FogFactor = (uFogEnd - vFogCoord) * Scale;
36 else if (uFogType == 2) // Exp2
38 FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
41 FogFactor = clamp(FogFactor, 0.0, 1.0);
48 vec4 Color = vVertexColor;
50 if (bool(uTextureUsage0))
51 Color *= texture2D(uTextureUnit0, vTextureCoord0);
55 float FogFactor = computeFog();
56 vec4 FogColor = uFogColor;
58 Color = mix(FogColor, Color, FogFactor);