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