1 in vec3 fragmentPosition;
2 in vec2 fragmentTextureCoordinates;
3 in float fragmentTextureIndex;
9 uniform vec3 cameraPos;
10 uniform sampler2D textures[MAX_TEXTURE_UNITS];
14 outColor = texture(textures[int(fragmentTextureIndex + 0.5)], fragmentTextureCoordinates) * vec4(fragmentColor, 1.0);
15 outColor.rgb = mix(outColor.rgb, fogColor, clamp(length(fragmentPosition - cameraPos) / VIEW_DISTANCE, 0.0, 1.0));
17 if (outColor.a == 0.0)