To create a shader that produces a fog-like effect, use the following code for the fragment shader:
in vec3 Position; in vec3 Normal; // Light and material uniforms ...uniform struct FogInfo { float MaxDist; float MinDist; vec3 Color;} Fog;layout( location = 0 ) out vec4 FragColor;vec3 blinnPhong( vec3 position, vec3 n ) { // Blinn-Phong reflection model ...}void main() { float dist = abs( Position.z ); float fogFactor = (Fog.MaxDist - dist) / (Fog.MaxDist - Fog.MinDist); fogFactor = clamp( fogFactor, 0.0, 1.0 ); vec3 shadeColor = blinnPhong(Position, normalize(Normal)); vec3 color = mix( Fog.Color, shadeColor, fogFactor ); FragColor = vec4(color, 1.0);}