#version 330

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

uniform sampler2D Sampler0;

in float sphericalVertexDistance;
in float cylindricalVertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;

out vec4 fragColor;

void main() {
    vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
    if (color.a < 0.1) { discard; }
	
	//	fake item emmissive (opacity @ 230)
	if ( color.a > 0.9 && color.a < 0.96 ) {
		color = texture(Sampler0, texCoord0);
		color.a = 1.0;
	}
	
    fragColor = apply_fog(color, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
}
