optimized
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@@ -21,6 +21,7 @@ void main()
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float fogFactor = (fogEndSq - distSq) * fogRangeInv;
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = 1;
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// Texture and lighting
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vec4 texColor = texture(uTexture, fragUV);
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