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