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#version 150
#moj_import <light.glsl>
#moj_import <fog.glsl>
in vec3 Position;
in vec2 UV0;
in vec4 Color;
in ivec2 UV2;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;
uniform mat3 IViewRotMat;
out float vertexDistance;
out vec2 texCoord0;
out vec4 vertexColor;
out vec4 lightColor;
out vec4 maxLightColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
texCoord0 = UV0;
vertexColor = Color;
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
maxLightColor = minecraft_sample_lightmap(Sampler2, ivec2(240.0, 240.0));
}
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