21 lines
399 B
Plaintext
21 lines
399 B
Plaintext
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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec2 texCoord0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor;
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fragColor = color * ColorModulator * linear_fog_fade(vertexDistance, FogStart, FogEnd);
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}
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