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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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#include "shaders/vertexVersionSimple.h"
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#include "shaders/uniformWorldConstants.h"
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#include "shaders/uniformPerFrameConstants.h"
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#include "shaders/uniformShaderConstants.h"
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attribute mediump vec4 POSITION;
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attribute vec4 COLOR;
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varying vec4 color;
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const float fogNear = 0.9;
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const vec3 inverseLightDirection = vec3(0.62, 0.78, 0.0);
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const float ambient = 0.7;
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void main()
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{
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POS4 pos = WORLDVIEWPROJ * POSITION;
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POS4 worldPos = WORLD * POSITION;
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gl_Position = pos;
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color = COLOR * CURRENT_COLOR;
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float depth = length(worldPos.xyz) / RENDER_DISTANCE;
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float fog = max(depth - fogNear, 0.0);
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color.a *= 1.0 - fog;
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}
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