If I in the shader already retract the position in the 3d space, then the implementation of the nebulization is almost forced:
I just have to calculate the distance to the camera to know the intensity of the cloud. And since I also know “y”, I can represent the cloud as a gradient. Dark and somewhat moddy below, rather light gray above.
![My simple fog with JME3](https://img.youtube.com/vi/UJXECPeA-3E/hqdefault.jpg)
My simple fog with JME3