#version 150 #moj_import uniform sampler2D Sampler0; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; uniform float GlintAlpha; in float vertexDistance; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * ColorModulator; if (color.a < 0.1) { discard; } float fade = linear_fog_fade(vertexDistance, FogStart, FogEnd) * GlintAlpha; fragColor = vec4(color.rgb * fade, color.a); }