#version 330 #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) #moj_import #moj_import #endif #moj_import #moj_import in vec3 Position; in vec4 Color; in vec2 UV0; #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) in ivec2 UV2; #endif #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) uniform sampler2D Sampler2; out float sphericalVertexDistance; out float cylindricalVertexDistance; #endif out vec4 vertexColor; out vec2 texCoord0; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); #if !defined(IS_GUI) && !defined(IS_SEE_THROUGH) sphericalVertexDistance = fog_spherical_distance(Position); cylindricalVertexDistance = fog_cylindrical_distance(Position); vertexColor = Color * sample_lightmap(Sampler2, UV2); #else vertexColor = Color; #endif texCoord0 = UV0; }