#version 150

#moj_import <fog.glsl>

in vec3 Position;
in vec4 Color;
in ivec2 UV2;

uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform mat3 IViewRotMat;
uniform vec4 ColorModulator;
uniform int FogShape;

out float vertexDistance;
flat out vec4 vertexColor;
out vec4 glpos;

void main() {
    gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

    vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
    vertexColor = Color * ColorModulator * texelFetch(Sampler2, UV2 / 16, 0) * float((gl_VertexID) % 100 > 1);
    glpos = gl_Position;
}
