#version 450 #extension GL_GOOGLE_include_directive : enable #include "lib/common.glsl" IN(0, vec3, color) OUT(0, vec4, color) float FogDensity = 0.04; void main() { float depth = gl_FragCoord.z / gl_FragCoord.w - 0.2; // Calculate the fog factor float fogFactor = exp(-depth * FogDensity); fogFactor = clamp(fogFactor, 0.0, 1.0); out_color = vec4(in_color, fogFactor); }