 
     gl_Position = projection * eye_position;
 
-    vec4 diffuse_factor
-        = max(-dot(normal, light_direction), 0.0) * light_diffuse;
-    frag_diffuse_factor = (diffuse_factor + light_ambient) * grass_color;
-
-    frag_fog_factor = clamp(exp2(-pow(length(eye_position), 2.0) * pow(fog_density, 2.0) * 1.44), 0.0, 1.0);
-
     if (normal.x != 0.0) {
         frag_texcoord = position.yz;
     } else if (normal.y != 0.0) {

    } else {
        frag_texcoord = position.xy;
    }
    frag_texcoord *= 16.0/128.0;
}

const float planet_radius = 6371000.0 / 5000.0;
const float fog_density = 0.003;

void main() {
    float horiz_dist = length(camera_position - position);

