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#version 330

in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;

uniform mat4 mvp;

noperspective out vec2 fragTexCoord;
noperspective out vec3 fragColor;

void main()
{
    vec2 res = vec2(160.0, 120.0);
    fragTexCoord = vertexTexCoord;
    fragColor = vertexColor.rgb;
    
    vec4 pop = mvp*vec4(vertexPosition, 1.0);
    gl_Position = pop;
    gl_Position.xyz = pop.xyz / pop.w;
    gl_Position.xy = floor(res * gl_Position.xy) / res;
	gl_Position.xyz *= pop.w;
    
    fragColor = mix(fragColor, vec3(0.0), clamp(smoothstep(20.0, 24.0, length(pop.xyz)), 0.0, 1.0));
}