out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
- out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
out float fog_coord = eye_vertex.z;
for(int i=0; i<max_clip_planes; ++i)
vec3 apply_fog(vec3 color)
{
float fog_value = exp(fog_coord*fog_density);
- return mix(fog_color, color, fog_value);
+ return mix(fog_color.rgb, color, fog_value);
}