in vec2 Texcoord;
in vec4 Color;

uniform sampler2D tex;
uniform float alphaRef;
uniform UBOOL alphaTest;
uniform UBOOL useTexture;
uniform UBOOL enableFog;
uniform vec4 fogColor;

varying float fogFactor;

OUTPUT

void main() {
	outColor = Color;

	if (useTexture) {
		outColor = texture(tex, Texcoord) * outColor;
	}

	if (enableFog) {
		outColor.rgb = mix(fogColor.rgb, outColor.rgb, fogFactor);
	}

	if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
		discard;
	}
}
