uniform sampler2D tex; uniform float density; uniform vec3 col; out vec4 FragColor; vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); void main() { vec2 uv = 2. * gl_FragCoord.xy / screen; float z = texture(tex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); float dist = length(xpos.xyz); float factor = (1. - exp(- density * dist)); vec3 fog = col * factor; // fog is scattering component, factor is the beer lambert absorption FragColor = vec4(fog, factor); }