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#version 150

#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>

uniform sampler2D Sampler0;

in float vertexDistance;
in vec2 texCoord0;
in vec4 vertexColor;

out vec4 fragColor;

void main() {
    vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
    if (color.a < 0.1) {
        discard;
    }
    fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}