VSIN(ATTRIB_POS) vec3 in_pos; VSOUT vec4 v_color; VSOUT vec2 v_tex0; VSOUT float v_fog; void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; v_color = in_color; v_tex0 = in_tex0; v_fog = DoFog(gl_Position.w); }