#version 150

#moj_import <light.glsl>
#moj_import <fog.glsl>

in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;

uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform int FogShape;

out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;

void main() {
    gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);

    vertexDistance = fog_distance((ModelViewMat * vec4(Position, 1.0)).xyz, FogShape);
	vec4 lightColor = minecraft_sample_lightmap(Sampler2, UV2);
    if (vertexDistance > 800) lightColor = texelFetch(Sampler2, UV2 / 16, 0);
    vertexColor = Color * lightColor;
    texCoord0 = UV0;
}
