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