 smooth in vec3 fragNormal;
 
 out vec4 fragColor;
+
+struct FogInfo
+{
+    float minDistance;
+    float maxDistance;
+    vec3 color;
+};
 
 struct LightSource
 {

    vec3(.6),
    40
};

vec3 phongModel(in vec4 lightPosition)
{

    vec3 specular;
    float specularShininess;
};

uniform FogInfo fogInfo = {.0, 10.0, {.5,.5,.5}};

const uint nbLights = 2u;
uniform LightSource lightSources[nbLights] = {
