#if defined(OVERWORLD)
vec3 GetFogColor(vec3 viewPos) {

	vec3 nViewPos = normalize(viewPos);
	float lViewPos = length(viewPos) / 64.0;
	lViewPos = 1.0 - exp(-lViewPos * lViewPos);

	float density = 0.4;
	float nightDensity = 1.0;
	float weatherDensity = 1.5;
	float groundDensity = 0.1 * (4.0 - 3.0 * sunVisibility) *
	(10.0 * rainStrengthS * rainStrengthS + 1.0);
	float exposure = exp2(timeBrightness * 0.75 - 0.75);
	float nightExposure = exp2(-3.5);

	float VoU = dot(nViewPos, upVec) * 0.5 + 0.5;
	float VoL = dot(nViewPos, sunVec) * 0.5 + 0.5;

	float baseGradient = exp(-(VoU * 0.5 + 0.5) * 0.5 / density);

	vec3 fog = fogCol * baseGradient / (SKY_I * SKY_I);
	fog = fog / sqrt(fog * fog + 1.0) * exposure * sunVisibility * (SKY_I * SKY_I);

	float sunMix = (VoL * 0.5 + 0.5) * pow(clamp(1.0 - VoU, 0.0, 1.0), 2.0 - sunVisibility) *
	pow(1.0 - timeBrightness * 0.6, 3.0);
	float horizonMix = pow(1.0 - abs(VoU), 2.5) * 0.125;
	float lightMix = (1.0 - (1.0 - sunMix) * (1.0 - horizonMix)) * lViewPos;

	vec3 lightFog = pow(lightSun, vec3(4.0 - sunVisibility)) * baseGradient;
	lightFog = lightFog / (1.0 + lightFog * rainStrengthS);

	fog = mix(sqrt(fog * (1.0 - lightMix)), sqrt(lightFog), lightMix);
	fog *= fog;

	float nightGradient = exp(-0.175 * nightDensity * VoU);
	vec3 nightFog = pow2(lightNight) * nightGradient * nightExposure;
	nightFog *= mix(SKY_NIGHT, 1.0, sunVisibility);
	fog = mix(nightFog, fog, sunVisibility * sunVisibility);

	float rainGradient = exp(-0.0625 * weatherDensity * VoU);
	vec3 weatherFog = weatherCol.rgb * weatherCol.rgb;
	weatherFog *= GetLuminance(ambientCol / (weatherFog)) * (0.2 * sunVisibility + 0.2);
	fog = mix(fog, weatherFog * rainGradient, rainStrengthS);

	#ifdef UNDERGROUND_FOG
	fog = mix(minLightCol * 0.1, fog * eBS, eBS);
	#endif

	return fog;
}
#endif

vec3 NormalFog(inout vec3 color, vec3 viewPos) {
	float fog = 0.0;
	float viewLength = length(viewPos);
	vec3 fogColor = vec3(1.0);

	#if DISTANT_FADE > 0
	#if DISTANT_FADE_STYLE == 0
	float fogFactor = length(viewPos);
	#else
	vec4 worldPos = gbufferModelViewInverse * vec4(viewPos, 1.0);
	worldPos.xyz /= worldPos.w;
	float fogFactor = length(worldPos.xz);
	#endif
	#endif

	#if defined(OVERWORLD)
	float fogDensity = OVERWORLD_FOG_DENSITY;

	#if SUNVISIBILITY_FOG == 1
	fogDensity *= 3.0 - sunVisibility * 2.0;

	#elif SUNVISIBILITY_FOG == 2
	fogDensity *= 4.0 - sunVisibility * 3.0;

	#elif SUNVISIBILITY_FOG == 3
	fogDensity *= 5.0 - sunVisibility * 4.0;

	#elif SUNVISIBILITY_FOG == 4
	fogDensity *= 6.0 - sunVisibility * 5.0;
	#endif

	fog = viewLength * fogDensity / 256.0;
	float clearDay = sunVisibility * (1.0 - rainStrengthS);

	if (isEyeInWater == 0) {
		#ifdef UNDERGROUND_FOG
		fog *= mix(1.0, (RAIN_FOG_DENSITY * rainStrengthS + 1.0) / (3.0 * clearDay + 1.0) * eBS, eBS);
		fog = 1.0 - exp(- 2.0 * pow(fog, 0.35 * clearDay * eBS + 0.95));
		#else
		fog *= (RAIN_FOG_DENSITY * rainStrengthS + 1.0) / (3.0 * clearDay + 1.0);
		fog = 1.0 - exp(- 2.0 * pow(fog, 0.35 * clearDay + 1.25) * eBS);
		#endif

		fogColor *= GetFogColor(viewPos);
	}
	if (isEyeInWater > 0) {
		fog *= (0.5 * rainStrengthS + 1.0) / (3.0 * clearDay + 3.0);
		fog = 1.0 - exp(- 2.0 * pow(fog, 0.35 * clearDay + 8.0) * eBS);
		fogColor *= GetFogColor(viewPos);
	}

	#if DISTANT_FADE == 1 || DISTANT_FADE == 3
	if (isEyeInWater == 0) {

		float fogOffset = 12.0;
		#if MC_VERSION >= 11800
		fogOffset = 0.0;
		#endif

		float vanillaFog = 1.0 - (far - (fogFactor + fogOffset)) * 5.0 / (OVERWORLD_FOG_DENSITY * far);

		vanillaFog = clamp01(vanillaFog);

		if (vanillaFog > 0.0) {
			vec3 vanillaFogColor = GetSkyColor(viewPos, false);
			vanillaFogColor *= 1.0 + nightVision;

			#ifdef CLASSIC_EXPOSURE
			vanillaFogColor *= 4.0 - 3.0 * eBS;
			#endif

			fogColor *= fog;

			fog = mix(fog, 1.0, vanillaFog);
			if (fog > 0.0)
			fogColor = mix(fogColor, vanillaFogColor, vanillaFog) / fog;
		}
	}
	#endif

	#elif defined(NETHER)
	fog = 2.0 * pow(viewLength * NETHER_FOG_DENSITY / 256.0, 1.5);

	#if (DISTANT_FADE == 2 || DISTANT_FADE == 3)
	fog += 2.0 * pow(fogFactor / far, 6.0);
	#endif

	fog = 1.0 - exp(- fog);
	fogColor = netherCol.rgb * NETHER_FOG_COLOR_M;

	#elif defined(END)

	if (END_FOG_DENSITY <= 0.0) {
		fog = 0.0;
	} else {
		fog = 2.0 * pow(viewLength * END_FOG_DENSITY / 256.0, 1.5);

		#if (DISTANT_FADE == 2 || DISTANT_FADE == 3)
		fog += 2.0 * pow(fogFactor / far, 6.0);
		#endif

		fog = 1.0 - exp(-fog);

		if (isEyeInWater == 1) {
			fogColor = endCol.rgb * 0.009;
		} else {
			fogColor = endCol.rgb * 0.04;
		}

		#ifndef LIGHT_SHAFT_END
		fogColor = vec3(0.0);
		#endif
	}

	#endif

	color.rgb = mix(color.rgb, fogColor, fog);

	return color.rgb;
}

vec3 BlindFog(inout vec3 color, vec3 viewPos) {
	float viewLength = length(viewPos);
	float fog = viewLength * (blindFactor * 0.2);
	fog = 1.0 - exp(-6.0 * pow3(fog));
	color = mix(color, vec3(0.0), fog * blindFactor);
	return color;
}

#if (defined ENABLE_DARKNESS_EFFECT && MC_VERSION >= 11900)
vec3 DarknessFog(vec3 color, vec3 viewPos) {
	float viewLength = length(viewPos);
	float fog;
	#if DARKNESS_HARD_FOG == 0
	fog = 2.0 * pow(viewLength * DARKNESS_FOG_DISTANCE / 256.0, 0.8);
	#else
	fog = viewLength * 0.01 * DARKNESS_FOG_DISTANCE;
	#endif
	fog = 1.0 - exp(-6.0 * pow3(fog));
	color = mix(color, darknessColor, fog * darknessFactor);
	return color;
}
#endif

vec3 LavaFog(inout vec3 color, vec3 viewPos) {
	float fog = length(viewPos) * LAVA_FOG_STRENGTH;
	fog = 1.0 - exp(-4.0 * pow3(fog));

	#if MC_VERSION >= 11700
	if (gl_Fog.start / gl_Fog.end < 0.0) {
		fog = min(length(viewPos) * 0.01, 1.0);
	}
	#endif

	return mix(color, vec3(1.0, 0.3, 0.01), fog);
}

vec3 SnowFog(inout vec3 color, vec3 viewPos) {
	float fog = length(viewPos) * POWDER_SNOW_FOG_STRENGTH;
	fog = 1.0 - exp(-pow(fog, 3.0));
	return mix(color, vec3(0.1, 0.15, 0.2) * (1.0 - 0.9 * moonVisibility) * eBS, fog);
}

vec3 Fog(inout vec3 color, vec3 viewPos) {
	color.rgb = NormalFog(color, viewPos);
	color.rgb = mix(color.rgb, LavaFog(color.rgb, viewPos), float(isEyeInWater == 2));
	color.rgb = mix(color.rgb, BlindFog(color.rgb, viewPos), blindFactor);

	#if MC_VERSION >= 11701
	color.rgb = mix(color.rgb, SnowFog(color.rgb, viewPos), float(isEyeInWater == 3));
	#endif

	#if (defined ENABLE_DARKNESS_EFFECT && MC_VERSION >= 11900)
	color.rgb = mix(color.rgb, DarknessFog(color.rgb, viewPos), darknessFactor * float(darknessFactor > 0.001));
	#endif
	return color;
}