1 in vec3 fragmentPosition;
2 in vec3 fragmentTextureCoordinates;
3 in float fragmentLight;
8 uniform vec3 cameraPos;
9 uniform samplerCube texture0;
13 outColor = texture(texture0, fragmentTextureCoordinates) * vec4(vec3(fragmentLight), 1.0);
14 outColor.rgb = mix(outColor.rgb, fogColor, clamp(length(fragmentPosition - cameraPos) / VIEW_DISTANCE, 0.0, 1.0));
16 if (outColor.a == 0.0)