add fog_curve parameter & update shaders
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@@ -1,13 +1,11 @@
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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in float a_fog;
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in vec3 a_dir;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform samplerCube u_cubemap;
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uniform vec3 u_fogColor;
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uniform bool u_alphaClip;
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void main() {
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