// SPDX-License-Identifier: CC-BY-SA-4.0 #version 330 core #pragma variant[0] WORLD_CURVATURE #pragma variant[1] WORLD_FOG in vec3 vs_TexCoord; in float vs_Shade; #if WORLD_FOG in float vs_FogFactor; #endif out vec4 frag_Target; uniform vec4 u_FogColor; uniform sampler2DArray u_Textures; void main(void) { frag_Target = vs_Shade * texture(u_Textures, vs_TexCoord); #if WORLD_FOG frag_Target = mix(frag_Target, u_FogColor, vs_FogFactor); #endif }