uniform vec4 fogColor; uniform float fogDistance; uniform float fogShadingParameter; varying vec3 eyeVec; varying lowp vec4 varColor; void main(void) { vec4 col = varColor; float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col.rgb = mix(fogColor.rgb, col.rgb, clarity); gl_FragColor = col; }