3 * @brief Fog vertex shader.
7uniform float FOGDENSITY;
8uniform vec2 FOGRANGE; /* start, end */
10out_qualifier float fog;
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;