 
 	vMvPosition = mvPosition.xyz;
 
-	fogDepth = -mvPosition.z;
-
 	gl_Position = projectionMatrix * mvPosition;
 
+	#include <fog_vertex>
+
 }
#define saturate(a) clamp( a, 0.0, 1.0 )

uniform sampler2D cmap;



varying vec3 vColor;
varying float zMap;
varying vec3 vMvPosition;

void main() {
