#version 330 #extension GL_ARB_separate_shader_objects : require #include #include #include uniform sampler2D Sampler0; layout(location = 0) in float sphericalVertexDistance; layout(location = 1) in float cylindricalVertexDistance; layout(location = 2) in vec2 texCoord0; layout(location = 0) 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); }