#version 330 #extension GL_ARB_separate_shader_objects : require #include #include layout(location = 0) in float sphericalVertexDistance; layout(location = 1) in float cylindricalVertexDistance; layout(location = 0) out vec4 fragColor; void main() { fragColor = apply_fog(ColorModulator, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor); }