vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz;
float dist = -pos.z;
float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0);
vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz;
float dist = -pos.z;
float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0);