varying vec4 fragCol; //fragment color
varying vec3 fragNorm; //fragment normal
varying vec4 eyePos; //fragment eye position
varying vec4 objectPos; //fragment object position
uniform bool useFog; //if fog is enabled
uniform int fogMode; //fog mode
uniform float fogDensity; //fog density
uniform float fogStart; //fog start
uniform float fogEnd; //fog end
uniform float fogScale; //fog scale
uniform vec4 fogColor; //fog color
uniform bool isAlias; //is the block/item alias texture
uniform bool isEntity; //is an entity rendering
uniform bool useNormals; //if normal-based lighting is enabled
uniform sampler2D tex[8]; //the texture attachments
uniform bool useTex[8]; //if the texture attachment is enabled
uniform bool texGen_s; //if attatchment 0 s coordinate generation is enabled
uniform int texGenMode_s; //attatchment 0 s coordinate generation mode
uniform bool texGen_t; //if attatchment 0 t coordinate generation is enabled
uniform int texGenMode_t; //attatchment 0 t coordinate generation mode
uniform bool texGen_p; //if attatchment 0 p coordinate generation is enabled
uniform int texGenMode_p; //attatchment 0 p coordinate generation mode
uniform bool texGen_q; //if attatchment 0 q coordinate generation is enabled
uniform int texGenMode_q; //attatchment 0 q coordinate generation mode
uniform int OGL_TEXTURE_ENV_MODE[8]; //texture environment mode
uniform vec4 OGL_TEXTURE_ENV_COLOR[8]; //texture environment color
uniform int OGL_COMBINE_RGB[8]; //texture environment RGB combine mode
uniform int OGL_COMBINE_ALPHA[8]; //texture environment alpha combine mode
uniform float OGL_RGB_SCALE[8]; //texture environment RGB scaling factor
uniform float OGL_ALPHA_SCALE[8]; //texture environment alpha scaling factor
uniform int OGL_SRC0_RGB[8]; //texture environment RGB source 0
uniform int OGL_OPERAND0_RGB[8]; //texture environment RGB operand 0
uniform int OGL_SRC0_ALPHA[8]; //texture environment alpha source 0
uniform int OGL_OPERAND0_ALPHA[8]; //texture environment alpha operand 0
uniform int OGL_SRC1_RGB[8]; //texture environment RGB source 1
uniform int OGL_OPERAND1_RGB[8]; //texture environment RGB operand 1
uniform int OGL_SRC1_ALPHA[8]; //texture environment alpha source 1
uniform int OGL_OPERAND1_ALPHA[8]; //texture environment alpha operand 1
uniform int OGL_SRC2_RGB[8]; //texture environment RGB source 2
uniform int OGL_OPERAND2_RGB[8]; //texture environment RGB operand 2
uniform int OGL_SRC2_ALPHA[8]; //texture environment alpha source 2
uniform int OGL_OPERAND2_ALPHA[8]; //texture environment alpha operand 2
uniform bool ignoreEffects; //ignore shader effects like color shifting ect. may be deprecated soon.