uniform samplerCube Env;

varying vec3 dir;

void main(){
	gl_FragColor = textureCube(Env, normalize(dir));
	
	vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
	
	float coef = dir.y+1.0;
	coef = clamp(coef, 0.0, 1.0);
	
	gl_FragColor = mix(gl_FragColor,fogColor, coef);
	
	//if (dir.z < 0)
	//{
	//	gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
	//}
	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
	
}