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@@ -1,6 +1,8 @@
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#ifdef USE_FOG
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- // divide then multiply by max component to try to avoid saturating mediump precision
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+ // float fogDepth = length( vFogPosition );
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+ // mediump support: divide then multiply by max component
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+
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vec3 fogPositionAbs = abs( vFogPosition );
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float fogMaxComponent = max( fogPositionAbs.x, max( fogPositionAbs.y, fogPositionAbs.z ) );
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float fogDepth = length( vFogPosition / fogMaxComponent ) * fogMaxComponent;
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