#version 330 #moj_import #moj_import uniform sampler2D Sampler0; in float sphericalVertexDistance; in float cylindricalVertexDistance; in vec4 vertexColor; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; #ifdef ALPHA_CUTOUT if (color.a < ALPHA_CUTOUT) { discard; } #endif fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor); }