> The second problem is the 'checkerboard' appearance of fog rendering over
> ocean. To the limit of my ability to test, the cause is incorrect
> interpolation of distances and angles due to very large vertex spacing

Update: Emilian kindly educated me how to deal with this properly:

If the relative position vector eye-vertex is passed to the fragment
shader and distance and angles computed there rather than in the vertex
shader and interpolated from there, the interpolation is of a linear
quantity and hence exact by definition and corresponds to in essence
infinite vertex resolution - this solves this problem for good.

* Thorsten


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