void main()
{
outColor = texture(textures[int(fragmentTextureIndex + 0.5)], fragmentTextureCoords) * vec4(fragmentColor, 1.0);
- outColor.rgb = mix(outColor.rgb, fogColor, clamp(length(fragmentPosition - cameraPos) / 255.0, 0.0, 1.0));
+ outColor.rgb = mix(outColor.rgb, fogColor, clamp(length(fragmentPosition - cameraPos) / RENDER_DISTANCE, 0.0, 1.0));
if (outColor.a == 0.0)
discard;