#version 150

#moj_import <fog.glsl>

uniform sampler2D Sampler0;

uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;

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

//in vec2 verPos[4];

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);
    if (texture(Sampler0, texCoord0).a == 254.0f / 255.0f) {
        if (   (vertexColor.r + vertexColor.g + vertexColor.b) >= 0.5f 
            && (vertexColor.r + vertexColor.g + vertexColor.b) <= 0.75f )
            fragColor = vec4(0.0f);
        else
            fragColor.a = 1.0f;
    }
}
