const vec2[] corners=vec2[4](vec2(0,0),vec2(0,1),vec2(1,1),vec2(1,0));vec4 getVertexColor(sampler2D Sampler,int vertexID,vec2 coords){ivec2 texSize=textureSize(Sampler,0);vec2 offset=vec2(0.);float pixelX=1./texSize.x/2.;float pixelY=1./texSize.y/2.;vertexID=vertexID%4;switch(vertexID){case 1:offset=vec2(-pixelX,pixelY);break;case 2:offset=vec2(pixelX,pixelY);break;case 3:offset=vec2(pixelX,-pixelY);break;case 0:offset=vec2(-pixelX,-pixelY);break;default:offset=vec2(0.);break;}return texture(Sampler,coords-offset);}bool alpha(float textureAlpha,float targetAlpha){float targetLess=targetAlpha-0.01;float targetMore=targetAlpha+0.01;return textureAlpha>targetLess&&textureAlpha300&&Position.z<500;}float fog_distance_custom(vec3 pos,int shape){if(shape==0)return length(pos);else {float distXZ=length(pos.xz);float distY=abs(pos.y);return max(distXZ,distY);}}