void main() { #ifdef NO_CLIPDISTANCE_SUPPORT if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard; #endif Material material = CreateMaterial(); vec4 frag = material.Base; #ifndef NO_ALPHATEST if (frag.a <= uAlphaThreshold) discard; #endif // simple 2D (uses the fog color to add a color overlay) frag = frag * ProcessLight(material, vColor); frag.rgb = frag.rgb + uFogColor.rgb; FragColor = frag; #ifdef GBUFFER_PASS FragFog = vec4(AmbientOcclusionColor(), 1.0); FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0); #endif }