1/** 2 * @file 3 * @brief Fog vertex shader. 4 */ 5 6#if r_fog 7uniform float FOGDENSITY; 8uniform vec2 FOGRANGE; /* start, end */ 9 10out_qualifier float fog; 11 12/** 13 * @brief FogVertex. 14 */ 15void FogVertex(void) { 16 /* Calculate interpolated fog depth.*/ 17 float fogT = (gl_Position.z - FOGRANGE[0]) / (FOGRANGE[1] - FOGRANGE[0]); 18 fog = clamp(fogT, 0.0, 1.0) * FOGDENSITY; 19} 20#endif 21