     vec3 ambient;
     mat4 view;
     mat4 projection;
+};
+
+struct Camera {
+    vec3 position;
 };
 
 struct Fog {

    color.rgb *= multiply;

    //Fog
    float distance = length(fragment.position.xyz);
    color.rgb = mix(color.rgb, fog.color, fog_linear(distance, fog.near, fog.far));
    color.rgb = mix(color.rgb, overlay.rgb, overlay.a);


uniform vec3 multiply = vec3(1.0, 1.0, 1.0);
uniform Material material;
uniform Light light;
uniform Camera camera;
uniform Fog fog = Fog(vec3(1.0, 1.0, 1.0), 200.0, 300.0);
uniform sampler2D diffuse_map;
uniform sampler2D light_map;
