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#version 150
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#moj_import <fog.glsl>
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in vec3 Position;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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out float vertexDistance;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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vertexDistance = cylindrical_distance(ModelViewMat, Position);
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}
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