position.vsh
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#version 150
#moj_import <fog.glsl>
in vec3 Position;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out float vertexDistance;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = cylindrical_distance(ModelViewMat, Position);
}