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uniform sampler2D m_Texture;
uniform sampler2D m_DepthTexture;
varying vec2 texCoord;
uniform vec4 m_FogColor;
uniform float m_FogDensity;
uniform float m_FogDistance;
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
const float LOG2 = 1.442695;
void main() {
vec4 texVal = texture2D(m_Texture, texCoord);
float fogVal =texture2D(m_DepthTexture,texCoord).r;
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));
float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 );
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor =mix(m_FogColor,texVal,fogFactor);
}
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