#extension GL_OES_element_index : enable precision mediump float; varying lowp vec4 vColor; varying lowp vec4 eyePos; varying lowp vec2 vTexture; uniform float fog_end; uniform float fog_start; uniform sampler2D uSampler; uniform vec4 clipPlane0; uniform vec4 clipPlane1; uniform vec4 clipPlane2; uniform vec4 clipPlane3; uniform vec4 clipPlane4; uniform vec4 clipPlane5; uniform vec4 clipPlane6; uniform vec4 clipPlane7; uniform int nClipPlanes; void main(void) { if(dot(eyePos, clipPlane0)<0.0){ discard; } if(dot(eyePos, clipPlane1)<0.0){ discard; } float FogFragCoord = abs(eyePos.z/eyePos.w); float fogFactor = (fog_end - FogFragCoord)/(fog_end - fog_start); fogFactor = 1.0 - clamp(fogFactor,0.0,1.0); gl_FragColor = texture2D(uSampler, vec2(vTexture.s, vTexture.t)); }