Fog Sse
Far-field tile detail degradation driven by an exponential distance-fog model: tile selection subtracts a bounded fog term from each tile's projected screen-space error, and tiles past full fog saturation are culled from assembly (see earth.worldwind.util.Tile.mustSubdivide and earth.worldwind.util.Tile.isFullyFogged). Density falls off with camera altitude, so degradation concentrates near the horizon at low altitudes and vanishes at high ones. Per-engine settings, snapshotted into the render context once per frame.
Properties
Exponent of the camera-altitude falloff; smaller values thin the fog more gradually with altitude.
Scales base density by camera altitude before the height falloff is applied.
Error demotion at full fog, in units of the subdivision threshold; 1.0 ~ one level coarser.