-" float z = gl_FragCoord.z * 2.0 - 1.0; \n"\
-" float FogFactor = (FogMinMax[1] - z) / (FogMinMax[1] - FogMinMax[0]); \n"\
-" FogFactor = clamp(FogFactor, 0.0, 1.0); \n"\
-" \n"\
-" gl_FragColor.rgb = mix(FogColor.rgb, comb.rgb, FogFactor ); \n"\
-" gl_FragColor.a = comb.a; \n"\
-"#else \n"\
-" gl_FragColor = comb; \n"\
-"#endif \n"\
-" \n"\
-"#ifdef ALPHA_TEST \n"\
+"gl_FragColor.rgb = mix(FogColor.rgb,comb.rgb,vFog); \n"\
+"gl_FragColor.a = comb.a; \n"\
+"#else \n"\
+"gl_FragColor = comb; \n"\
+"#endif \n"\
+" \n"\
+"#ifdef ALPHA_TEST \n"\