add entity shader
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@@ -10,7 +10,7 @@ uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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void main(){
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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