#version 150 #moj_import #moj_import in vec3 Position; in vec4 Color; in vec2 UV0; in ivec2 UV2; uniform sampler2D Sampler0; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; uniform mat4 TextureMat; uniform int FogShape; out float vertexDistance; out vec4 vertexColor; out vec4 lightMapColor; out vec2 texCoord0; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); vertexDistance = fog_distance(Position, FogShape); lightMapColor = texelFetch(Sampler2, UV2 / 16, 0); vertexColor = Color * lightMapColor; texCoord0 = (TextureMat * vec4(UV0, 0.0, 1.0)).xy; }