#version 330 #moj_import #moj_import #moj_import uniform sampler2D Sampler0; in float sphericalVertexDistance; in float cylindricalVertexDistance; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * ColorModulator; if (color.a < 0.1) { discard; } float fade = (1.0f - total_fog_value(sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd)) * GlintAlpha; fragColor = vec4(color.rgb * fade, color.a); }