#version 150 #moj_import #moj_import uniform sampler2D Sampler0; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; uniform vec4 FogColor; in float vertexDistance; in vec2 texCoord0; in vec4 vertexColor; in vec4 lightColor; in vec4 maxLightColor; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0; color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha); color.a = remap_alpha(alpha) / 255.0; if (color.a < 0.1) { discard; } fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); }