uniform sampler2D groundTexture; in vec2 texcoord; out vec4 final_color; void main(void) { final_color = texture(groundTexture, texcoord); final_color = applyAerialPerspective(final_color); final_color = applyToneMapping(final_color); final_color = applyMouseTracking(unprojected, final_color); final_color.a = distanceFadeout(); }