diff --git a/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp b/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp
index a0e610bae5..23c4f90954 100644
--- a/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp
+++ b/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp
@@ -191,6 +191,7 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
 	m_shader_props.require_texture_expand = properties.has_exp_tex_op;
 	m_shader_props.require_srgb_to_linear = properties.has_upg;
 	m_shader_props.require_linear_to_srgb = properties.has_pkg;
+	m_shader_props.require_fog_read = properties.in_register_mask & in_fogc;
 	m_shader_props.emulate_coverage_tests = true; // g_cfg.video.antialiasing_level == msaa_level::none;
 	m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
 	m_shader_props.low_precision_tests = ::gl::get_driver_caps().vendor_NVIDIA && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
@@ -203,9 +204,6 @@ void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
 
 void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
 {
-	if (properties.in_register_mask & in_fogc)
-		program_common::insert_fog_declaration(OS);
-
 	std::set<std::string> output_registers;
 	if (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
 	{
diff --git a/rpcs3/Emu/RSX/Program/GLSLCommon.cpp b/rpcs3/Emu/RSX/Program/GLSLCommon.cpp
index 180ea9d74b..6a511b56ca 100644
--- a/rpcs3/Emu/RSX/Program/GLSLCommon.cpp
+++ b/rpcs3/Emu/RSX/Program/GLSLCommon.cpp
@@ -20,104 +20,14 @@ namespace program_common
 		OS << "\n";
 	}
 
-	void insert_compare_op(std::ostream& OS)
+	void define_glsl_switches(std::ostream& OS, std::vector<std::string_view>& enums)
 	{
-		OS <<
-		"bool comparison_passes(const in float a, const in float b, const in uint func)\n"
-		"{\n"
-		"	switch (func)\n"
-		"	{\n"
-		"		default:\n"
-		"		case 0: return false; //never\n"
-		"		case 1: return (CMP_FIXUP(a) < CMP_FIXUP(b)); //less\n"
-		"		case 2: return (CMP_FIXUP(a) == CMP_FIXUP(b)); //equal\n"
-		"		case 3: return (CMP_FIXUP(a) <= CMP_FIXUP(b)); //lequal\n"
-		"		case 4: return (CMP_FIXUP(a) > CMP_FIXUP(b)); //greater\n"
-		"		case 5: return (CMP_FIXUP(a) != CMP_FIXUP(b)); //nequal\n"
-		"		case 6: return (CMP_FIXUP(a) >= CMP_FIXUP(b)); //gequal\n"
-		"		case 7: return true; //always\n"
-		"	}\n"
-		"}\n\n";
-	}
-
-	void insert_compare_op_vector(std::ostream& OS)
-	{
-		OS <<
-		"bvec4 comparison_passes(const in vec4 a, const in vec4 b, const in uint func)\n"
-		"{\n"
-		"	switch (func)\n"
-		"	{\n"
-		"		default:\n"
-		"		case 0: return bvec4(false); //never\n"
-		"		case 1: return lessThan(CMP_FIXUP(a), CMP_FIXUP(b)); //less\n"
-		"		case 2: return equal(CMP_FIXUP(a), CMP_FIXUP(b)); //equal\n"
-		"		case 3: return lessThanEqual(CMP_FIXUP(a), CMP_FIXUP(b)); //lequal\n"
-		"		case 4: return greaterThan(CMP_FIXUP(a), CMP_FIXUP(b)); //greater\n"
-		"		case 5: return notEqual(CMP_FIXUP(a), CMP_FIXUP(b)); //nequal\n"
-		"		case 6: return greaterThanEqual(CMP_FIXUP(a), CMP_FIXUP(b)); //gequal\n"
-		"		case 7: return bvec4(true); //always\n"
-		"	}\n"
-		"}\n\n";
-	}
-
-	void insert_fog_declaration(std::ostream& OS, std::string_view wide_vector_type, std::string_view input_coord)
-	{
-		define_glsl_constants<rsx::fog_mode>(OS,
+		for (const auto& e : enums)
 		{
-			{ "FOG_LINEAR", rsx::fog_mode::linear },
-			{ "FOG_EXP", rsx::fog_mode::exponential },
-			{ "FOG_EXP2", rsx::fog_mode::exponential2 },
-			{ "FOG_LINEAR_ABS", rsx::fog_mode::linear_abs },
-			{ "FOG_EXP_ABS", rsx::fog_mode::exponential_abs },
-			{ "FOG_EXP2_ABS", rsx::fog_mode::exponential2_abs }
-		});
+			OS << "#define " << e << "\n";
+		}
 
-		std::string template_body = "$T fetch_fog_value(const in uint mode)\n";
-
-		template_body +=
-		"{\n"
-		"	$T result = $T($I.x, 0., 0., 0.);\n"
-		"	switch(mode)\n"
-		"	{\n"
-		"	default:\n"
-		"		return result;\n"
-		"	case FOG_LINEAR:\n"
-		"		//linear\n"
-		"		result.y = fog_param1 * $I.x + (fog_param0 - 1.);\n"
-		"		break;\n"
-		"	case FOG_EXP:\n"
-		"		//exponential\n"
-		"		result.y = exp(11.084 * (fog_param1 * $I.x + fog_param0 - 1.5));\n"
-		"		break;\n"
-		"	case FOG_EXP2:\n"
-		"		//exponential2\n"
-		"		result.y = exp(-pow(4.709 * (fog_param1 * $I.x + fog_param0 - 1.5), 2.));\n"
-		"		break;\n"
-		"	case FOG_EXP_ABS:\n"
-		"		//exponential_abs\n"
-		"		result.y = exp(11.084 * (fog_param1 * abs($I.x) + fog_param0 - 1.5));\n"
-		"		break;\n"
-		"	case FOG_EXP2_ABS:\n"
-		"		//exponential2_abs\n"
-		"		result.y = exp(-pow(4.709 * (fog_param1 * abs($I.x) + fog_param0 - 1.5), 2.));\n"
-		"		break;\n"
-		" case FOG_LINEAR_ABS:\n"
-		"		//linear_abs\n"
-		"		result.y = fog_param1 * abs($I.x) + (fog_param0 - 1.);\n"
-		"		break;\n"
-		"	}\n"
-		"\n"
-		"	result.y = clamp(result.y, 0., 1.);\n"
-		"	return result;\n"
-		"}\n\n";
-
-		std::pair<std::string_view, std::string> replacements[] =
-		{
-			std::make_pair("$T", std::string(wide_vector_type)),
-			std::make_pair("$I", std::string(input_coord))
-		};
-
-		OS << fmt::replace_all(template_body, replacements);
+		OS << "\n";
 	}
 }
 
@@ -522,6 +432,17 @@ namespace glsl
 
 	void insert_glsl_legacy_function(std::ostream& OS, const shader_properties& props)
 	{
+		std::vector<std::string_view> enabled_options;
+		if (props.low_precision_tests)
+		{
+			enabled_options.push_back("_GPU_LOW_PRECISION_COMPARE");
+		}
+
+		if (props.require_lit_emulation)
+		{
+			enabled_options.push_back("_ENABLE_LIT_EMULATION");
+		}
+
 		OS << "#define _select mix\n";
 		OS << "#define _saturate(x) clamp(x, 0., 1.)\n";
 		OS << "#define _get_bits(x, off, count) bitfieldExtract(x, off, count)\n";
@@ -529,508 +450,182 @@ namespace glsl
 		OS << "#define _test_bit(x, y) (_get_bits(x, y, 1) != 0)\n";
 		OS << "#define _rand(seed) fract(sin(dot(seed.xy, vec2(12.9898f, 78.233f))) * 43758.5453f)\n\n";
 
-		if (props.low_precision_tests)
-		{
-			OS << "#define CMP_FIXUP(a) (sign(a) * 16. + a)\n\n";
-		}
-		else
-		{
-			OS << "#define CMP_FIXUP(a) (a)\n\n";
-		}
 
 		if (props.domain == glsl::program_domain::glsl_fragment_program)
 		{
 			OS << "// ROP control\n";
-			OS << "#define ALPHA_TEST_ENABLE_BIT        " << rsx::ROP_control_bits::ALPHA_TEST_ENABLE_BIT << "\n";
-			OS << "#define SRGB_FRAMEBUFFER_BIT         " << rsx::ROP_control_bits::SRGB_FRAMEBUFFER_BIT << "\n";
-			OS << "#define ALPHA_TO_COVERAGE_ENABLE_BIT " << rsx::ROP_control_bits::ALPHA_TO_COVERAGE_ENABLE_BIT << "\n";
-			OS << "#define MSAA_WRITE_ENABLE_BIT        " << rsx::ROP_control_bits::MSAA_WRITE_ENABLE_BIT << "\n";
-			OS << "#define INT_FRAMEBUFFER_BIT          " << rsx::ROP_control_bits::INT_FRAMEBUFFER_BIT << "\n";
-			OS << "#define POLYGON_STIPPLE_ENABLE_BIT   " << rsx::ROP_control_bits::POLYGON_STIPPLE_ENABLE_BIT << "\n";
-			OS << "#define ALPHA_TEST_FUNC_OFFSET       " << rsx::ROP_control_bits::ALPHA_FUNC_OFFSET << "\n";
-			OS << "#define ALPHA_TEST_FUNC_LENGTH       " << rsx::ROP_control_bits::ALPHA_FUNC_NUM_BITS << "\n";
-			OS << "#define MSAA_SAMPLE_CTRL_OFFSET      " << rsx::ROP_control_bits::MSAA_SAMPLE_CTRL_OFFSET << "\n";
-			OS << "#define MSAA_SAMPLE_CTRL_LENGTH      " << rsx::ROP_control_bits::MSAA_SAMPLE_CTRL_NUM_BITS << "\n";
-			OS << "#define ROP_CMD_MASK                 " << rsx::ROP_control_bits::ROP_CMD_MASK << "\n\n";
-
-			// 8-bit rounding/quantization
+			program_common::define_glsl_constants<rsx::ROP_control_bits>(OS,
 			{
-				const auto _16bit_outputs = (!props.fp32_outputs && props.supports_native_fp16);
-				const auto _255 = _16bit_outputs ? "f16vec4(255.)" : "vec4(255.)";
-				const auto _1_over_2 = _16bit_outputs ? "f16vec4(0.5)" : "vec4(0.5)";
-				OS << "#define round_to_8bit(v4) (floor(fma(v4, " << _255 << ", " << _1_over_2 << ")) / " << _255 << ")\n\n";
+				{ "ALPHA_TEST_ENABLE_BIT        ", rsx::ROP_control_bits::ALPHA_TEST_ENABLE_BIT },
+				{ "SRGB_FRAMEBUFFER_BIT         ", rsx::ROP_control_bits::SRGB_FRAMEBUFFER_BIT },
+				{ "ALPHA_TO_COVERAGE_ENABLE_BIT ", rsx::ROP_control_bits::ALPHA_TO_COVERAGE_ENABLE_BIT },
+				{ "MSAA_WRITE_ENABLE_BIT        ", rsx::ROP_control_bits::MSAA_WRITE_ENABLE_BIT },
+				{ "INT_FRAMEBUFFER_BIT          ", rsx::ROP_control_bits::INT_FRAMEBUFFER_BIT },
+				{ "POLYGON_STIPPLE_ENABLE_BIT   ", rsx::ROP_control_bits::POLYGON_STIPPLE_ENABLE_BIT },
+				{ "ALPHA_TEST_FUNC_OFFSET       ", rsx::ROP_control_bits::ALPHA_FUNC_OFFSET },
+				{ "ALPHA_TEST_FUNC_LENGTH       ", rsx::ROP_control_bits::ALPHA_FUNC_NUM_BITS },
+				{ "MSAA_SAMPLE_CTRL_OFFSET      ", rsx::ROP_control_bits::MSAA_SAMPLE_CTRL_OFFSET },
+				{ "MSAA_SAMPLE_CTRL_LENGTH      ", rsx::ROP_control_bits::MSAA_SAMPLE_CTRL_NUM_BITS },
+				{ "ROP_CMD_MASK                 ", rsx::ROP_control_bits::ROP_CMD_MASK }
+			});
+
+			if (props.fp32_outputs || !props.supports_native_fp16)
+			{
+				enabled_options.push_back("_32_BIT_OUTPUT");
 			}
 
-			OS << "// Workaround for broken early discard in some drivers\n";
 			if (props.disable_early_discard)
 			{
-				OS << "bool _fragment_discard = false;\n";
-				OS << "#define _kill() _fragment_discard = true\n\n";
-			}
-			else
-			{
-				OS << "#define _kill() discard\n\n";
-			}
-
-			if (props.require_texture_ops)
-			{
-				// Declare special texture control flags
-				OS << "#define GAMMA_R_MASK  (1 << " << rsx::texture_control_bits::GAMMA_R << ")\n";
-				OS << "#define GAMMA_G_MASK  (1 << " << rsx::texture_control_bits::GAMMA_G << ")\n";
-				OS << "#define GAMMA_B_MASK  (1 << " << rsx::texture_control_bits::GAMMA_B << ")\n";
-				OS << "#define GAMMA_A_MASK  (1 << " << rsx::texture_control_bits::GAMMA_A << ")\n";
-				OS << "#define EXPAND_R_MASK (1 << " << rsx::texture_control_bits::EXPAND_R << ")\n";
-				OS << "#define EXPAND_G_MASK (1 << " << rsx::texture_control_bits::EXPAND_G << ")\n";
-				OS << "#define EXPAND_B_MASK (1 << " << rsx::texture_control_bits::EXPAND_B << ")\n";
-				OS << "#define EXPAND_A_MASK (1 << " << rsx::texture_control_bits::EXPAND_A << ")\n\n";
-
-				OS << "#define ALPHAKILL     " << rsx::texture_control_bits::ALPHAKILL << "\n";
-				OS << "#define RENORMALIZE   " << rsx::texture_control_bits::RENORMALIZE << "\n";
-				OS << "#define DEPTH_FLOAT   " << rsx::texture_control_bits::DEPTH_FLOAT << "\n";
-				OS << "#define DEPTH_COMPARE " << rsx::texture_control_bits::DEPTH_COMPARE_OP << "\n";
-				OS << "#define FILTERED_MAG_BIT  " << rsx::texture_control_bits::FILTERED_MAG << "\n";
-				OS << "#define FILTERED_MIN_BIT  " << rsx::texture_control_bits::FILTERED_MIN << "\n";
-				OS << "#define INT_COORDS_BIT    " << rsx::texture_control_bits::UNNORMALIZED_COORDS << "\n";
-				OS << "#define GAMMA_CTRL_MASK  (GAMMA_R_MASK|GAMMA_G_MASK|GAMMA_B_MASK|GAMMA_A_MASK)\n";
-				OS << "#define SIGN_EXPAND_MASK (EXPAND_R_MASK|EXPAND_G_MASK|EXPAND_B_MASK|EXPAND_A_MASK)\n";
-				OS << "#define FILTERED_MASK    (FILTERED_MAG_BIT|FILTERED_MIN_BIT)\n\n";
+				enabled_options.push_back("_DISABLE_EARLY_DISCARD");
 			}
 		}
 
-		if (props.require_lit_emulation)
-		{
-			OS <<
-			"vec4 lit_legacy(const in vec4 val)"
-			"{\n"
-			"	vec4 clamped_val = val;\n"
-			"	clamped_val.x = max(val.x, 0.);\n"
-			"	clamped_val.y = max(val.y, 0.);\n"
-			"	vec4 result;\n"
-			"	result.x = 1.;\n"
-			"	result.w = 1.;\n"
-			"	result.y = clamped_val.x;\n"
-			"	result.z = clamped_val.x > 0. ? exp(clamped_val.w * log(max(clamped_val.y, 0.0000000001))) : 0.;\n"
-			"	return result;\n"
-			"}\n\n";
-		}
+		// Import common header
+		program_common::define_glsl_switches(OS, enabled_options);
+		enabled_options.clear();
+
+		OS <<
+			#include "GLSLSnippets/RSXProg/RSXProgramCommon.glsl"
+		;
 
 		if (props.domain == glsl::program_domain::glsl_vertex_program)
 		{
 			if (props.require_explicit_invariance)
 			{
-				// PS3 has shader invariance, but we don't really care about most attributes outside ATTR0
-				OS << "invariant gl_Position;\n\n";
+				enabled_options.push_back("_FORCE_POSITION_INVARIANCE");
 			}
 
 			if (props.emulate_zclip_transform)
 			{
 				if (props.emulate_depth_clip_only)
 				{
-					// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
-					// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
-					OS <<
-					"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
-					"{\n"
-					"	if (pos.w != 0.0)\n"
-					"	{\n"
-					"		const float real_n = min(far_plane, near_plane);\n"
-					"		const float real_f = max(far_plane, near_plane);\n"
-					"		const double depth_range = double(real_f - real_n);\n"
-					"		const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
-					"		const double actual_d = (double(pos.z) - double(real_n * pos.w)) * inv_range;\n"
-					"		const double nearest_d = floor(actual_d + 0.5);\n"
-					"		const double epsilon = (inv_range * pos.w) / 16777215.;\n"     // Epsilon value is the minimum discernable change in Z that should affect the stored Z
-					"		const double d = _select(actual_d, nearest_d, abs(actual_d - nearest_d) < epsilon);\n"
-					"		return vec4(pos.xy, float(d * pos.w), pos.w);\n"
-					"	}\n"
-					"	else\n"
-					"	{\n"
-					"		return pos;\n" // Only values where Z=0 can ever pass this clip
-					"	}\n"
-					"}\n\n";
+					enabled_options.push_back("_EMULATE_ZCLIP_XFORM_STANDARD");
 				}
 				else
 				{
-					OS <<
-					"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
-					"{\n"
-					"	float d = float(pos.z / pos.w);\n"
-					"	if (d < 0.f && d >= near_plane)\n"
-					"	{\n"
-					"		// Clamp\n"
-					"		d = 0.f;\n"
-					"	}\n"
-					"	else if (d > 1.f && d <= far_plane)\n"
-					"	{\n"
-					"		// Compress Z and store towards highest end of the range\n"
-					"		d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane)));\n"
-					"	}\n"
-					"	else\n" // This catch-call also handles w=0 since d=inf
-					"	{\n"
-					"		return pos;\n"
-					"	}\n"
-					"\n"
-					"	return vec4(pos.x, pos.y, d * pos.w, pos.w);\n"
-					"}\n\n";
+					enabled_options.push_back("_EMULATE_ZCLIP_XFORM_FALLBACK");
 				}
 			}
 
+			// Import vertex header
+			program_common::define_glsl_switches(OS, enabled_options);
+
+			OS <<
+				#include "GLSLSnippets/RSXProg/RSXVertexPrologue.glsl"
+			;
+
 			return;
 		}
 
-		program_common::insert_compare_op(OS);
-
 		if (props.emulate_coverage_tests)
 		{
-			// Purely stochastic
-			OS <<
-			"bool coverage_test_passes(const in vec4 _sample)\n"
-			"{\n"
-			"	float random  = _rand(gl_FragCoord);\n"
-			"	return (_sample.a > random);\n"
-			"}\n\n";
+			enabled_options.push_back("_EMULATE_COVERAGE_TEST");
 		}
 
 		if (!props.fp32_outputs || props.require_linear_to_srgb)
 		{
-			OS <<
-			"vec4 linear_to_srgb(const in vec4 cl)\n"
-			"{\n"
-			"	vec4 low = cl * 12.92;\n"
-			"	vec4 high = 1.055 * pow(cl, vec4(1. / 2.4)) - 0.055;\n"
-			"	bvec4 selection = lessThan(cl, vec4(0.0031308));\n"
-			"	return clamp(mix(high, low, selection), 0., 1.);\n"
-			"}\n\n";
+			enabled_options.push_back("_ENABLE_LINEAR_TO_SRGB");
 		}
 
 		if (props.require_texture_ops || props.require_srgb_to_linear)
 		{
-			OS <<
-			"vec4 srgb_to_linear(const in vec4 cs)\n"
-			"{\n"
-			"	vec4 a = cs / 12.92;\n"
-			"	vec4 b = pow((cs + 0.055) / 1.055, vec4(2.4));\n"
-			"	return _select(a, b, greaterThan(cs, vec4(0.04045)));\n"
-			"}\n\n";
+			enabled_options.push_back("_ENABLE_SRGB_TO_LINEAR");
 		}
 
-		if (props.require_depth_conversion)
+		if (props.require_wpos)
 		{
-			ensure(props.require_texture_ops);
-
-			//NOTE: Memory layout is fetched as byteswapped BGRA [GBAR] (GOW collection, DS2, DeS)
-			//The A component (Z) is useless (should contain stencil8 or just 1)
-			OS <<
-			"vec4 decode_depth24(const in float depth_value, const in bool depth_float)\n"
-			"{\n"
-			"	uint value;\n"
-			"	if (!depth_float)\n"
-			"		value = uint(depth_value * 16777215.);\n"
-			"	else\n"
-			"		value = _get_bits(floatBitsToUint(depth_value), 7, 24);\n"
-			"\n"
-			"	uint b = _get_bits(value, 0, 8);\n"
-			"	uint g = _get_bits(value, 8, 8);\n"
-			"	uint r = _get_bits(value, 16, 8);\n"
-			"	return vec4(float(g)/255., float(b)/255., 1., float(r)/255.);\n"
-			"}\n\n"
-
-			"vec4 remap_vector(const in vec4 color, const in uint remap)\n"
-			"{\n"
-			"	vec4 result;\n"
-			"	if (_get_bits(remap, 0, 8) == 0xE4)\n"
-			"	{\n"
-			"		result = color;\n"
-			"	}\n"
-			"	else\n"
-			"	{\n"
-			"		uvec4 remap_channel = uvec4(remap) >> uvec4(2, 4, 6, 0);\n"
-			"		remap_channel &= 3;\n"
-			"		remap_channel = (remap_channel + 3) % 4; // Map A-R-G-B to R-G-B-A\n\n"
-
-			"		// Generate remapped result\n"
-			"		result.a = color[remap_channel.a];\n"
-			"		result.r = color[remap_channel.r];\n"
-			"		result.g = color[remap_channel.g];\n"
-			"		result.b = color[remap_channel.b];\n"
-			"	}\n\n"
-
-			"	if (_get_bits(remap, 8, 8) == 0xAA)\n"
-			"		return result;\n\n"
-
-			"	uvec4 remap_select = uvec4(remap) >> uvec4(10, 12, 14, 8);\n"
-			"	remap_select &= 3;\n"
-			"	bvec4 choice = lessThan(remap_select, uvec4(2));\n"
-			"	return _select(result, vec4(remap_select), choice);\n"
-			"}\n\n"
-
-			"vec4 convert_z24x8_to_rgba8(const in vec2 depth_stencil, const in uint remap, const in uint flags)\n"
-			"{\n"
-			"	vec4 result = decode_depth24(depth_stencil.x, _test_bit(flags, DEPTH_FLOAT));\n"
-			"	result.z = depth_stencil.y / 255.;\n\n"
-
-			"	if (remap == 0xAAE4)\n"
-			" 		return result;\n\n"
-
-			"	return remap_vector(result, remap);\n"
-			"}\n\n";
+			enabled_options.push_back("_ENABLE_WPOS");
 		}
 
+		if (props.require_fog_read)
+		{
+			program_common::define_glsl_constants<rsx::fog_mode>(OS,
+			{
+				{ "FOG_LINEAR", rsx::fog_mode::linear },
+				{ "FOG_EXP", rsx::fog_mode::exponential },
+				{ "FOG_EXP2", rsx::fog_mode::exponential2 },
+				{ "FOG_LINEAR_ABS", rsx::fog_mode::linear_abs },
+				{ "FOG_EXP_ABS", rsx::fog_mode::exponential_abs },
+				{ "FOG_EXP2_ABS", rsx::fog_mode::exponential2_abs },
+			});
+
+			enabled_options.push_back("_ENABLE_FOG_READ");
+		}
+
+		// Import fragment header
+		program_common::define_glsl_switches(OS, enabled_options);
+		enabled_options.clear();
+
+		OS <<
+			#include "GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl"
+		;
+
 		if (props.require_texture_ops)
 		{
-			OS <<
+			// Declare special texture control flags
+			OS << "#define GAMMA_R_MASK  (1 << " << rsx::texture_control_bits::GAMMA_R << ")\n";
+			OS << "#define GAMMA_G_MASK  (1 << " << rsx::texture_control_bits::GAMMA_G << ")\n";
+			OS << "#define GAMMA_B_MASK  (1 << " << rsx::texture_control_bits::GAMMA_B << ")\n";
+			OS << "#define GAMMA_A_MASK  (1 << " << rsx::texture_control_bits::GAMMA_A << ")\n";
+			OS << "#define EXPAND_R_MASK (1 << " << rsx::texture_control_bits::EXPAND_R << ")\n";
+			OS << "#define EXPAND_G_MASK (1 << " << rsx::texture_control_bits::EXPAND_G << ")\n";
+			OS << "#define EXPAND_B_MASK (1 << " << rsx::texture_control_bits::EXPAND_B << ")\n";
+			OS << "#define EXPAND_A_MASK (1 << " << rsx::texture_control_bits::EXPAND_A << ")\n\n";
 
-			//TODO: Move all the texture read control operations here
-			"vec4 process_texel(in vec4 rgba, const in uint control_bits)\n"
-			"{\n"
-			"	if (control_bits == 0)\n"
-			"	{\n"
-			"		return rgba;\n"
-			"	}\n"
-			"\n"
-			"	if (_test_bit(control_bits, ALPHAKILL))\n"
-			"	{\n"
-			"		// Alphakill\n"
-			"		if (rgba.a < 0.000001)\n"
-			"		{\n"
-			"			_kill();\n"
-			"			return rgba;\n"
-			"		}\n"
-			"	}\n"
-			"\n"
-			"	if (_test_bit(control_bits, RENORMALIZE))\n"
-			"	{\n"
-			"		// Renormalize to 8-bit (PS3) accuracy\n"
-			"		rgba = floor(rgba * 255.);\n"
-			"		rgba /= 255.;\n"
-			"	}\n"
-			"\n"
-			"	uvec4 mask;\n"
-			"	vec4 convert;\n"
-			"	uint op_mask = control_bits & uint(SIGN_EXPAND_MASK);\n"
-			"\n"
-			"	if (op_mask != 0)\n"
-			"	{\n"
-			"		// Expand to signed normalized\n"
-			"		mask = uvec4(op_mask) & uvec4(EXPAND_R_MASK, EXPAND_G_MASK, EXPAND_B_MASK, EXPAND_A_MASK);\n"
-			"		convert = (rgba * 2.f - 1.f);\n"
-			"		rgba = _select(rgba, convert, notEqual(mask, uvec4(0)));\n"
-			"	}\n"
-			"\n"
-			"	op_mask = control_bits & uint(GAMMA_CTRL_MASK);\n"
-			"	if (op_mask != 0u)\n"
-			"	{\n"
-			"		// Gamma correction\n"
-			"		mask = uvec4(op_mask) & uvec4(GAMMA_R_MASK, GAMMA_G_MASK, GAMMA_B_MASK, GAMMA_A_MASK);\n"
-			"		convert = srgb_to_linear(rgba);\n"
-			"		return _select(rgba, convert, notEqual(mask, uvec4(0)));\n"
-			"	}\n"
-			"\n"
-			"	return rgba;\n"
-			"}\n\n";
+			OS << "#define ALPHAKILL     " << rsx::texture_control_bits::ALPHAKILL << "\n";
+			OS << "#define RENORMALIZE   " << rsx::texture_control_bits::RENORMALIZE << "\n";
+			OS << "#define DEPTH_FLOAT   " << rsx::texture_control_bits::DEPTH_FLOAT << "\n";
+			OS << "#define DEPTH_COMPARE " << rsx::texture_control_bits::DEPTH_COMPARE_OP << "\n";
+			OS << "#define FILTERED_MAG_BIT  " << rsx::texture_control_bits::FILTERED_MAG << "\n";
+			OS << "#define FILTERED_MIN_BIT  " << rsx::texture_control_bits::FILTERED_MIN << "\n";
+			OS << "#define INT_COORDS_BIT    " << rsx::texture_control_bits::UNNORMALIZED_COORDS << "\n";
+			OS << "#define GAMMA_CTRL_MASK  (GAMMA_R_MASK|GAMMA_G_MASK|GAMMA_B_MASK|GAMMA_A_MASK)\n";
+			OS << "#define SIGN_EXPAND_MASK (EXPAND_R_MASK|EXPAND_G_MASK|EXPAND_B_MASK|EXPAND_A_MASK)\n";
+			OS << "#define FILTERED_MASK    (FILTERED_MAG_BIT|FILTERED_MIN_BIT)\n\n";
 
 			if (props.require_texture_expand)
 			{
-				OS <<
-				"uint _texture_flag_override = 0;\n"
-				"#define _enable_texture_expand() _texture_flag_override = SIGN_EXPAND_MASK\n"
-				"#define _disable_texture_expand() _texture_flag_override = 0\n"
-				"#define TEX_FLAGS(index) (texture_parameters[index].flags | _texture_flag_override)\n";
+				enabled_options.push_back("_ENABLE_TEXTURE_EXPAND");
 			}
-			else
-			{
-				OS <<
-				"#define TEX_FLAGS(index) texture_parameters[index].flags\n";
-			}
-
-			OS <<
-			"#define TEX_NAME(index) tex##index\n"
-			"#define TEX_NAME_STENCIL(index) tex##index##_stencil\n\n"
-
-			"#define COORD_SCALE1(index, coord1) ((coord1 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.x)\n"
-			"#define COORD_SCALE2(index, coord2) ((coord2 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.xy)\n"
-			"#define COORD_SCALE3(index, coord3) ((coord3 + texture_parameters[index].scale_bias.w) * texture_parameters[index].scale_bias.xyz)\n\n"
-
-			"#define TEX1D(index, coord1) process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index))\n"
-			"#define TEX1D_BIAS(index, coord1, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index))\n"
-			"#define TEX1D_LOD(index, coord1, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index))\n"
-			"#define TEX1D_GRAD(index, coord1, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index))\n"
-			"#define TEX1D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord4.x), coord4.w)), TEX_FLAGS(index))\n"
-
-			"#define TEX2D(index, coord2) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2)), TEX_FLAGS(index))\n"
-			"#define TEX2D_BIAS(index, coord2, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index))\n"
-			"#define TEX2D_LOD(index, coord2, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index))\n"
-			"#define TEX2D_GRAD(index, coord2, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index))\n"
-			"#define TEX2D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index))\n\n";
 
 			if (props.emulate_shadow_compare)
 			{
-				OS <<
-				"#define SHADOW_COORD(index, coord3) vec3(COORD_SCALE2(index, coord3.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord3.z : min(float(coord3.z), 1.0))\n"
-				"#define SHADOW_COORD4(index, coord4) vec4(SHADOW_COORD(index, coord4.xyz), coord4.w)\n"
-				"#define SHADOW_COORD_PROJ(index, coord4) vec4(COORD_SCALE2(index, coord4.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord4.z : min(coord4.z, coord4.w), coord4.w)\n\n"
+				enabled_options.push_back("_EMULATED_TEXSHADOW");
+			}
 
-				"#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3))\n"
-				"#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4))\n"
-				"#define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), SHADOW_COORD_PROJ(index, coord4))\n";
-			}
-			else
-			{
-				OS <<
-				"#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z))\n"
-				"#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w))\n"
-				"#define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.zw))\n";
-			}
+			program_common::define_glsl_switches(OS, enabled_options);
+			enabled_options.clear();
 
 			OS <<
-			"#define TEX3D(index, coord3) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3)), TEX_FLAGS(index))\n"
-			"#define TEX3D_BIAS(index, coord3, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index))\n"
-			"#define TEX3D_LOD(index, coord3, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index))\n"
-			"#define TEX3D_GRAD(index, coord3, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index))\n"
-			"#define TEX3D_PROJ(index, coord4) process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord4.xyz) / coord4.w), TEX_FLAGS(index))\n\n";
+				#include "GLSLSnippets/RSXProg/RSXFragmentTextureOps.glsl"
+			;
 
 			if (props.require_depth_conversion)
 			{
 				OS <<
-				"#define ZS_READ(index, coord) vec2(texture(TEX_NAME(index), coord).r, float(texture(TEX_NAME_STENCIL(index), coord).x))\n"
-				"#define TEX1D_Z24X8_RGBA8(index, coord1) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE1(index, coord1)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n"
-				"#define TEX2D_Z24X8_RGBA8(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE2(index, coord2)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n"
-				"#define TEX3D_Z24X8_RGBA8(index, coord3) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE3(index, coord3)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n\n";
+					#include "GLSLSnippets/RSXProg/RSXFragmentTextureDepthConversion.glsl"
+				;
 			}
 
 			if (props.require_msaa_ops)
 			{
 				OS <<
-				"#define ZCOMPARE_FUNC(index) _get_bits(TEX_FLAGS(index), DEPTH_COMPARE, 3)\n"
-				"#define ZS_READ_MS(index, coord) vec2(sampleTexture2DMS(TEX_NAME(index), coord, index).r, float(sampleTexture2DMS(TEX_NAME_STENCIL(index), coord, index).x))\n"
-				"#define TEX2D_MS(index, coord2) process_texel(sampleTexture2DMS(TEX_NAME(index), coord2, index), TEX_FLAGS(index))\n"
-				"#define TEX2D_SHADOW_MS(index, coord3) vec4(comparison_passes(sampleTexture2DMS(TEX_NAME(index), coord3.xy, index).x, coord3.z, ZCOMPARE_FUNC(index)))\n"
-				"#define TEX2D_SHADOWPROJ_MS(index, coord4) TEX2D_SHADOW_MS(index, (coord4.xyz / coord4.w))\n"
-				"#define TEX2D_Z24X8_RGBA8_MS(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ_MS(index, coord2), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n\n";
+					#include "GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOps.glsl"
+				;
 
-				OS <<
-				"vec3 compute2x2DownsampleWeights(const in float coord, const in float uv_step, const in float actual_step)"
-				"{\n"
-				"	const float next_sample_point = coord + actual_step;\n"
-				"	const float next_coord_step = fma(floor(coord / uv_step), uv_step, uv_step);\n"
-				"	const float next_coord_step_plus_one = next_coord_step + uv_step;\n"
-				"	vec3 weights = vec3(next_coord_step, min(next_coord_step_plus_one, next_sample_point), max(next_coord_step_plus_one, next_sample_point)) - vec3(coord, next_coord_step, next_coord_step_plus_one);\n"
-				"	return weights / actual_step;\n"
-				"}\n\n";
+				// Generate multiple versions of the actual sampler code.
+				// We could use defines to generate these, but I don't trust some OpenGL compilers to do the right thing.
+				const std::string_view msaa_sampling_impl =
+					#include "GLSLSnippets/RSXProg/RSXFragmentTextureMSAAOpsInternal.glsl"
+				;
 
-				auto insert_msaa_sample_code = [&OS](const std::string_view& sampler_type)
-				{
-					OS <<
-					"vec4 texelFetch2DMS(in " << sampler_type << " tex, const in vec2 sample_count, const in ivec2 icoords, const in int index, const in ivec2 offset)\n"
-					"{\n"
-					"	const vec2 resolve_coords = vec2(icoords + offset);\n"
-					"	const vec2 aa_coords = floor(resolve_coords / sample_count);\n"               // AA coords = real_coords / sample_count
-					"	const vec2 sample_loc = fma(aa_coords, -sample_count, resolve_coords);\n"     // Sample ID = real_coords % sample_count
-					"	const float sample_index = fma(sample_loc.y, sample_count.y, sample_loc.x);\n"
-					"	return texelFetch(tex, ivec2(aa_coords), int(sample_index));\n"
-					"}\n\n"
-
-					"vec4 sampleTexture2DMS(in " << sampler_type << " tex, const in vec2 coords, const in int index)\n"
-					"{\n"
-					"	const uint flags = TEX_FLAGS(index);\n"
-					"	const vec2 normalized_coords = COORD_SCALE2(index, coords);\n"
-					"	const vec2 sample_count = vec2(2., textureSamples(tex) * 0.5);\n"
-					"	const vec2 image_size = textureSize(tex) * sample_count;\n"
-					"	const ivec2 icoords = ivec2(normalized_coords * image_size);\n"
-					"	const vec4 sample0 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0));\n"
-					"\n"
-					"	if (_get_bits(flags, FILTERED_MAG_BIT, 2) == 0)\n"
-					"	{\n"
-					"		return sample0;\n"
-					"	}\n"
-					"\n"
-					"	// Bilinear scaling, with upto 2x2 downscaling with simple weights\n"
-					"	const vec2 uv_step = 1.0 / vec2(image_size);\n"
-					"	const vec2 actual_step = vec2(dFdx(normalized_coords.x), dFdy(normalized_coords.y));\n"
-					"\n"
-					"	const bvec2 no_filter = lessThan(abs(uv_step - actual_step), vec2(0.000001));\n"
-					"	if (no_filter.x && no_filter.y)\n"
-					"	{\n"
-					"		return sample0;\n"
-					"	}\n"
-					"\n"
-					"	vec4 a, b;\n"
-					"	float factor;\n"
-					"	const vec4 sample2 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(0, 1));     // Top left\n"
-					"\n"
-					"	if (no_filter.x)\n"
-					"	{\n"
-					"		// No scaling, 1:1\n"
-					"		a = sample0;\n"
-					"		b = sample2;\n"
-					"	}\n"
-					"	else\n"
-					"	{\n"
-					"		// Filter required, sample more data\n"
-					"		const vec4 sample1 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 0));     // Bottom right\n"
-					"		const vec4 sample3 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(1, 1));     // Top right\n"
-					"\n"
-					"		if (actual_step.x > uv_step.x)\n"
-					"		{\n"
-					"		    // Downscale in X, centered\n"
-					"		    const vec3 weights = compute2x2DownsampleWeights(normalized_coords.x, uv_step.x, actual_step.x);\n"
-					"\n"
-					"		    const vec4 sample4 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 0));    // Further bottom right\n"
-					"		    a = fma(sample0, weights.xxxx, sample1 * weights.y) + (sample4 * weights.z);  // Weighted sum\n"
-					"\n"
-					"		    if (!no_filter.y)\n"
-					"		    {\n"
-					"		        const vec4 sample5 = texelFetch2DMS(tex, sample_count, icoords, index, ivec2(2, 1));    // Further top right\n"
-					"		        b = fma(sample2, weights.xxxx, sample3 * weights.y) + (sample5 * weights.z);  // Weighted sum\n"
-					"		    }\n"
-					"		}\n"
-					"		else if (actual_step.x < uv_step.x)\n"
-					"		{\n"
-					"		    // Upscale in X\n"
-					"		    factor = fract(normalized_coords.x * image_size.x);\n"
-					"		    a = mix(sample0, sample1, factor);\n"
-					"		    b = mix(sample2, sample3, factor);\n"
-					"		}\n"
-					"	}\n"
-					"\n"
-					"	if (no_filter.y)\n"
-					"	{\n"
-					"		// 1:1 no scale\n"
-					"		return a;\n"
-					"	}\n"
-					"	else if (actual_step.y > uv_step.y)\n"
-					"	{\n"
-					"		// Downscale in Y\n"
-					"		const vec3 weights = compute2x2DownsampleWeights(normalized_coords.y, uv_step.y, actual_step.y);\n"
-					"		// We only have 2 rows computed for performance reasons, so combine rows 1 and 2\n"
-					"		return a * weights.x + b * (weights.y + weights.z);\n"
-					"	}\n"
-					"	else if (actual_step.y < uv_step.y)\n"
-					"	{\n"
-					"		// Upscale in Y\n"
-					"		factor = fract(normalized_coords.y * image_size.y);\n"
-					"		return mix(a, b, factor);\n"
-					"	}\n"
-					"}\n\n";
-				};
-
-				insert_msaa_sample_code("sampler2DMS");
+				OS << fmt::replace_all(msaa_sampling_impl, "_MSAA_SAMPLER_TYPE_", "sampler2DMS");
 				if (props.require_depth_conversion)
 				{
-					insert_msaa_sample_code("usampler2DMS");
+					OS << fmt::replace_all(msaa_sampling_impl, "_MSAA_SAMPLER_TYPE_", "usampler2DMS");
 				}
 			}
 		}
-
-		if (props.require_wpos)
-		{
-			OS <<
-			"vec4 get_wpos()\n"
-			"{\n"
-			"	float abs_scale = abs(wpos_scale);\n"
-			"	return (gl_FragCoord * vec4(abs_scale, wpos_scale, 1., 1.)) + vec4(0., wpos_bias, 0., 0.);\n"
-			"}\n\n";
-		}
 	}
 
 	std::string getFunctionImpl(FUNCTION f)
@@ -1152,12 +747,8 @@ namespace glsl
 		// Global types and stuff
 		// Must be compatible with std140 packing rules
 		OS <<
-		"struct sampler_info\n"
-		"{\n"
-		"	vec4 scale_bias;\n"
-		"	uint remap;\n"
-		"	uint flags;\n"
-		"};\n\n";
+			#include "GLSLSnippets/RSXProg/RSXDefines2.glsl"
+		;
 	}
 
 	void insert_fragment_shader_inputs_block(
diff --git a/rpcs3/Emu/RSX/Program/GLSLCommon.h b/rpcs3/Emu/RSX/Program/GLSLCommon.h
index 4346b3d5fe..dba5c1c630 100644
--- a/rpcs3/Emu/RSX/Program/GLSLCommon.h
+++ b/rpcs3/Emu/RSX/Program/GLSLCommon.h
@@ -76,13 +76,6 @@ namespace rsx
 	};
 }
 
-namespace program_common
-{
-	void insert_compare_op(std::ostream& OS, bool low_precision);
-	void insert_compare_op_vector(std::ostream& OS);
-	void insert_fog_declaration(std::ostream& OS, std::string_view vector_type = "vec4", std::string_view input_coord = "fog_c");
-}
-
 namespace glsl
 {
 	struct two_sided_lighting_config
diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl
index b3c98e0870..01e83f3c2d 100644
--- a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl
+++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXFragmentPrologue.glsl
@@ -1,5 +1,4 @@
 R"(
-
 #ifdef _32_BIT_OUTPUT
 // Default. Used when we're not utilizing native fp16
 #define round_to_8bit(v4) (floor(fma(v4, vec4(255.), vec4(0.5))) / vec4(255.))
@@ -9,9 +8,10 @@ R"(
 #endif
 
 #ifdef _DISABLE_EARLY_DISCARD
-#define kill() _fragment_discard = true
+bool _fragment_discard = false;
+#define _kill() _fragment_discard = true
 #else
-#define kill() discard
+#define _kill() discard
 #endif
 
 #ifdef _ENABLE_WPOS
@@ -22,6 +22,73 @@ vec4 get_wpos()
 }
 #endif
 
+#ifdef _ENABLE_FOG_READ
+vec4 fetch_fog_value(const in uint mode)
+{
+	vec4 result = vec4(fog_c.x, 0., 0., 0.);
+	switch(mode)
+	{
+	default:
+		return result;
+	case FOG_LINEAR:
+		// linear
+		result.y = fog_param1 * fog_c.x + (fog_param0 - 1.);
+		break;
+	case FOG_EXP:
+		// exponential
+		result.y = exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5));
+		break;
+	case FOG_EXP2:
+		// exponential2
+		result.y = exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), 2.));
+		break;
+	case FOG_EXP_ABS:
+		// exponential_abs
+		result.y = exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5));
+		break;
+	case FOG_EXP2_ABS:
+		// exponential2_abs
+		result.y = exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), 2.));
+		break;
+ case FOG_LINEAR_ABS:
+		// linear_abs
+		result.y = fog_param1 * abs(fog_c.x) + (fog_param0 - 1.);
+		break;
+	}
+
+	result.y = clamp(result.y, 0., 1.);
+	return result;
+}
+#endif
+
+#ifdef _EMULATE_COVERAGE_TEST
+// Purely stochastic
+bool coverage_test_passes(const in vec4 _sample)
+{
+	float random  = _rand(gl_FragCoord);
+	return (_sample.a > random);
+}
+#endif
+
+#ifdef _ENABLE_LINEAR_TO_SRGB
+vec4 linear_to_srgb(const in vec4 cl)
+{
+	vec4 low = cl * 12.92;
+	vec4 high = 1.055 * pow(cl, vec4(1. / 2.4)) - 0.055;
+	bvec4 selection = lessThan(cl, vec4(0.0031308));
+	return clamp(mix(high, low, selection), 0., 1.);
+}
+#endif
+
+#ifdef _ENABLE_SRGB_TO_LINEAR
+vec4 srgb_to_linear(const in vec4 cs)
+{
+	vec4 a = cs / 12.92;
+	vec4 b = pow((cs + 0.055) / 1.055, vec4(2.4));
+	return _select(a, b, greaterThan(cs, vec4(0.04045)));
+}
+#endif
+
 // Required by all fragment shaders for alpha test
 bool comparison_passes(const in float a, const in float b, const in uint func)
 {
diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl
index 887212f1d2..4e9574a4e5 100644
--- a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl
+++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXProgramCommon.glsl
@@ -24,4 +24,4 @@ vec4 lit_legacy(const in vec4 val)
 }
 #endif
 
-)"
\ No newline at end of file
+)"
diff --git a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl
index 23e272625f..3342802652 100644
--- a/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl
+++ b/rpcs3/Emu/RSX/Program/GLSLSnippets/RSXProg/RSXVertexPrologue.glsl
@@ -1,5 +1,6 @@
 R"(
 #ifdef _FORCE_POSITION_INVARIANCE
+// PS3 has shader invariance, but we don't really care about most attributes outside ATTR0
 invariant gl_Position;
 #endif
 
@@ -54,5 +55,4 @@ vec4 apply_zclip_xform(
 }\n
 #endif
 
-
 )"
diff --git a/rpcs3/Emu/RSX/Program/GLSLTypes.h b/rpcs3/Emu/RSX/Program/GLSLTypes.h
index 7bfb84f8ce..4e31a369ef 100644
--- a/rpcs3/Emu/RSX/Program/GLSLTypes.h
+++ b/rpcs3/Emu/RSX/Program/GLSLTypes.h
@@ -32,6 +32,7 @@ namespace glsl
 		bool require_srgb_to_linear : 1;
 		bool require_linear_to_srgb : 1;
 		bool require_explicit_invariance: 1;
+		bool require_fog_read : 1;
 		bool emulate_coverage_tests : 1;
 		bool emulate_shadow_compare : 1;
 		bool emulate_zclip_transform : 1;
diff --git a/rpcs3/Emu/RSX/VK/VKFragmentProgram.cpp b/rpcs3/Emu/RSX/VK/VKFragmentProgram.cpp
index 412b939fe7..dd7a83d8cd 100644
--- a/rpcs3/Emu/RSX/VK/VKFragmentProgram.cpp
+++ b/rpcs3/Emu/RSX/VK/VKFragmentProgram.cpp
@@ -243,6 +243,7 @@ void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
 	m_shader_props.require_texture_expand = properties.has_exp_tex_op;
 	m_shader_props.require_srgb_to_linear = properties.has_upg;
 	m_shader_props.require_linear_to_srgb = properties.has_pkg;
+	m_shader_props.require_fog_read = properties.in_register_mask & in_fogc;
 	m_shader_props.emulate_coverage_tests = g_cfg.video.antialiasing_level == msaa_level::none;
 	m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
 	m_shader_props.low_precision_tests = device_props.has_low_precision_rounding && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
@@ -255,9 +256,6 @@ void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
 
 void VKFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
 {
-	if (properties.in_register_mask & in_fogc)
-		program_common::insert_fog_declaration(OS);
-
 	std::set<std::string> output_registers;
 	if (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
 	{