#version 330 #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) #moj_import #endif #moj_import uniform sampler2D Sampler0; #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) in float sphericalVertexDistance; in float cylindricalVertexDistance; #endif in vec4 vertexColor; in vec2 texCoord0; out vec4 fragColor; void main() { #ifdef IS_GRAYSCALE vec4 texColor = texture(Sampler0, texCoord0).rrrr; #else vec4 texColor = texture(Sampler0, texCoord0); #endif #ifdef IS_SEE_THROUGH vec4 color = texColor * vertexColor; #else vec4 color = texColor * vertexColor * ColorModulator; #endif if (color.a < 0.1) { discard; } #ifdef IS_SEE_THROUGH fragColor = color * ColorModulator; #elif defined(IS_GUI) fragColor = color; #else fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor); #endif }