 temp;

				float depth = gl_FragCoord.z / gl_FragCoord.w;
				const float LOG2 = 1.442695;
				float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
				fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );

				gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

			}

		</script>

		<script id="vertexShader" type="x-shader/x-vertex">

			uniform vec2 uvScale;
			varying vec2 vUv;

			void main()
			{

				vUv = uvScale * uv;
				vec4 mvPosition = modelViewMatr