+ // vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz;
+ float dist = -pos.z;
+ float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);
+
+ color.xyz = mix(sky_color, object_color, fog);