uniform samplerCube Env; varying vec3 dir; void main(){ gl_FragColor = textureCube(Env, normalize(dir)); vec4 fogColor = vec4(0.05, 0.05, 0.1, 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); }