#ifndef GLSL_WORLD_FRAGMENT_HEADER_ #define GLSL_WORLD_FRAGMENT_HEADER_ in float a_distance; in float a_fog; in vec2 a_texCoord; in vec3 a_dir; in vec3 a_normal; in vec3 a_position; in vec3 a_realnormal; in vec3 a_skyLight; in vec4 a_modelpos; in float a_emission; #include #endif // GLSL_WORLD_FRAGMENT_HEADER_