#version 330 #moj_import #moj_import uniform sampler2D Sampler0; in float sphericalVertexDistance; in float cylindricalVertexDistance; in vec2 texCoord0; in vec4 vertexColor; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; if (color.a < 0.1) { discard; } fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor); }