+layout(std140, binding = SHADING_UNIFORMS) uniform fu {
+ vec4 diffuse;
+ vec4 specular;
+ float shininess;
+ float fog_density;
+} s;
+
+const vec3 sky_color = vec3(0.35, 0.5, 0.65);
+// const float fog_density = 0.005;
+
+/* varyings */
+layout(location = 4) in vec3 pos;
+layout(location = 5) in vec2 tex_coord;
+layout(location = 6) in vec3 world_normal;