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Basic fog functions for GLSL: linear, exp and exp2


Basic fog functions for GLSL, generic but intended for use with glslify.

Here's a hypothetical example of linear fog calculated in a vertex shader:

#define FOG_START 100
#define FOG_END 500
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
attribute vec3 position;
varying float fogAmount;
#pragma glslify: fog_linear require(glsl-fog/linear) 
void main() {
  gl_Position = projection * view * model * vec4(positon, 1.0);
  float fogDistance = length(;
  fogAmount = fog_linear(fogDistance, FOG_START, FOG_END);

And another (separate) example using exp/exp2 per-pixel fog:

#define FOG_DENSITY 0.05
varying vec4 vertexColor;
// Take your pick: these should be usable interchangeably. 
#pragma glslify: fog_exp2 require(glsl-fog/exp2) 
#pragma glslify: fog_exp require(glsl-fog/exp) 
void main() {
  float fogDistance = gl_FragCoord.z / gl_FragCoord.w;
  float fogAmount = fog_exp2(fogDistance, FOG_DENSITY);
  const float fogColor = vec4(1.0); // white 
  gl_FragColor = mix(vertexColor, fogColor, fogAmount);

MIT. See for details.