#version 150 #moj_import <fog.glsl> uniform sampler2D Sampler0; uniform mat4 ProjMat; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; uniform vec4 FogColor; in vec4 vertexColor; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0); color *= vertexColor * ColorModulator; if ( color.a == 0.0 ) discard; float fragmentDistance = -ProjMat[3].z / ((gl_FragCoord.z) * -2.0 + 1.0 - ProjMat[2].z); fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor); }