#version 150 #moj_import #moj_import #moj_import uniform sampler2D Sampler0; uniform vec4 ColorModulator; uniform float FogStart; uniform float FogEnd; uniform float GlintAlpha; uniform mat4 TextureMat; in float vertexDistance; in vec2 texCoord0; in vec2 edgeUV; out vec4 fragColor; void main() { vec2 texCoord0 = scale(texCoord0, vec2(4, 2)); texCoord0 = (TextureMat * vec4(texCoord0, 0, 1)).xy; vec4 color = texture(Sampler0, texCoord0) * ColorModulator; float edge = edge(edgeUV); color /= edge; float fade = linear_fog_fade(vertexDistance, FogStart, FogEnd) * GlintAlpha; fragColor = vec4(color.rgb * fade, color.a); }