In order to support fog in your custom shaders, you will have to add some lines of code in your vertex and pixel shaders.
First, you need to declare a varying variable:
varying float fFogDistance;
Then you have to compute this value inside the shader:
fFogDistance = (view * worldPosition).z; // This is the distance of the vertex from the point of view of the camera (Camera space)
Next, you need to add the following code to be able to compute the fog accordingly to parameters sent by the scene:
#define FOGMODE_NONE 0.
#define FOGMODE_EXP 1.
#define FOGMODE_EXP2 2.
#define FOGMODE_LINEAR 3.
#define E 2.71828
uniform vec4 vFogInfos;
uniform vec3 vFogColor;
varying float fFogDistance;
float CalcFogFactor()
{
float fogCoeff = 1.0;
float fogStart = vFogInfos.y;
float fogEnd = vFogInfos.z;
float fogDensity = vFogInfos.w;
if (FOGMODE_LINEAR == vFogInfos.x)
{
fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
}
else if (FOGMODE_EXP == vFogInfos.x)
{
fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
}
else if (FOGMODE_EXP2 == vFogInfos.x)
{
fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
}
return clamp(fogCoeff, 0.0, 1.0);
}
Then, inside the shader, you have to use this function to get the fog color:
float fog = CalcFogFactor();
color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
You then have to add the following code for the onBind callback of your ShaderMaterial:
shaderMaterial.onBind = function(mat, mesh) {
var effect = mat.getEffect();
effect.setMatrix("view", scene.getViewMatrix());
effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
effect.setColor3("vFogColor", scene.fogColor);
}
And, you are done :)
Please find an example here -