 #version 150
+
+#define NUM_LIGHTS 1
 
 uniform sampler2D texture_sampler;
 uniform vec4 color;


uniform mat4 transform;

out vec4 fragColor;

void main() {
	vec4 apos = transform*vertex;
	if (length(apos.xyz) < 0.3*apos.w) {
		discard;
	}
	fragColor = color * texture(texture_sampler, tex_coord);
}


uniform vec3 material_ambient;
uniform vec3 material_diffuse;
uniform vec3 material_emission;
uniform float material_transparency;

uniform vec2 noise_displacement;

