#version 150 #moj_import uniform sampler2D Sampler0; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; in float vertexDistance; in vec4 vertexColor; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * vertexColor; fragColor = color * ColorModulator * linear_fog_fade(vertexDistance, FogStart, FogEnd); }