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2026-03-08 15:37:55 -05:00

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// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
// To use centroid sampling we need to have version 300 es shaders, which requires changing:
// attribute to in
// varying to out when in vertex shaders or in when in fragment shaders
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
// texture2D to texture
#if __VERSION__ >= 300
#define attribute in
#define varying out
#else
#endif
uniform MAT4 WORLDVIEWPROJ;
uniform MAT4 WORLD;
uniform float RENDER_DISTANCE;
uniform vec4 FOG_COLOR;
uniform vec4 CURRENT_COLOR;
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;
}