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* fogging - how much is the color hidden by haze, usually the relation is something like gl_FragColor = mix(fragColor, hazeColor, transmission_factor);
* what is displayed on the screen in the end is whatever gl_FragColor is set to
But the location where this happens isn't always obvious - often (part) of the light is computed in the vertex shader already, in which case it typically enters the fragment shader as gl_Color.
|title=ALS landing lights
|author=Thorsten Renk |date= Wed Oct 08, 2014 11:19 -0700}}</ref>|Thorsten Renk}}