uniform sampler2D myTexture; uniform vec4 skyBgColor; uniform float fogDistance; varying vec3 vPosition; void main (void) { //vec4 col = vec4(1.0, 0.0, 0.0, 1.0); vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); float a = col.a; col *= gl_Color; col = col * col; // SRGB -> Linear col *= 1.8; col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } gl_FragColor = vec4(col.r, col.g, col.b, a); }