uniform sampler2D m_Texture; uniform sampler2D m_DepthTexture; varying vec2 texCoord; uniform vec4 m_FogColor; uniform float m_FogDensity; uniform float m_FogDistance; vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); const float LOG2 = 1.442695; void main() { vec4 texVal = texture2D(m_Texture, texCoord); float fogVal =texture2D(m_DepthTexture,texCoord).r; float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x)); float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 ); fogFactor = clamp(fogFactor, 0.0, 1.0); gl_FragColor =mix(m_FogColor,texVal,fogFactor); }