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#version 150
#moj_import <fog.glsl>
#moj_import <emissive_utils.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec2 texCoord0;
in vec4 vertexColor;
in vec4 lightColor;
in vec4 maxLightColor;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha);
color.a = remap_alpha(alpha) / 255.0;
if (color.a < 0.1) {
discard;
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}
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