#version 150 #moj_import #moj_import uniform sampler2D Sampler0; in float vertexDistance; in vec4 vertexColor; in vec4 lightMapColor; in vec4 overlayColor; in vec2 texCoord0; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0); #ifdef ALPHA_CUTOUT if (color.a < ALPHA_CUTOUT) { discard; } #endif color *= vertexColor * ColorModulator; #ifndef NO_OVERLAY color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); #endif #ifndef EMISSIVE color *= lightMapColor; #endif fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); }