#version 310 es layout(location = POSITION) in vec4 a_position; layout(location = TEXCOORD0) in vec2 a_texCoord; layout(location = TEXCOORD0) out vec2 v_texCoord; layout(location = TEXCOORD1) out float v_fogFactor; //weight for fog TEXCOORD1~TEXCOORD7 safe to use when this shader prog not use thems layout(std140, binding = 0) uniform vs_ub { float u_fogDensity;// For exp and exp2 equation float u_fogStart; // This is only for linear fog float u_fogEnd; // This is only for linear fog int u_fogEquation; // 0 = linear, 1 = exp, 2 = exp2 mat4 u_MVPMatrix; }; void main(void) { gl_Position = u_MVPMatrix * a_position; v_texCoord = a_texCoord; float fogFragCoord = abs(gl_Position.z); //get fog distance if(u_fogEquation == 0) v_fogFactor = (u_fogEnd-fogFragCoord )/(u_fogEnd-u_fogStart); //linear fog else if(u_fogEquation == 1) v_fogFactor = exp(-u_fogDensity*fogFragCoord ); //exp fog else if(u_fogEquation == 2) v_fogFactor = exp(-pow(u_fogDensity*fogFragCoord , 2.0)); //exp2 fog v_fogFactor = clamp(v_fogFactor, 0.0, 1.0); //clamp 0 to 1 }