#import "Common/ShaderLib/MultiSample.glsllib" uniform COLORTEXTURE m_Texture; uniform DEPTHTEXTURE m_DepthTexture; uniform vec4 m_FogColor; uniform float m_FogDensity; uniform float m_FogDistance; in vec2 texCoord; out vec4 fragColor; const float LOG2 = 1.442695; void main() { vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); vec4 texVal = getColor(m_Texture, texCoord); float fogVal = getDepth(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); fragColor =mix(m_FogColor,texVal,fogFactor); }