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