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shadow-over-bishkek001/resources/shaders/darklands_fog.vertex
T

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying float fogDistance;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform vec3 uPlayerEyePos;
void main()
{
vec4 worldPos = vec4(vPosition, 1.0);
#ifdef INSTANCED
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
}