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uniform samplerCube Env;
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varying vec3 dir;
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void main(){
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gl_FragColor = textureCube(Env, normalize(dir));
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vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
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float coef = dir.y+1.0;
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coef = clamp(coef, 0.0, 1.0);
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gl_FragColor = mix(gl_FragColor,fogColor, coef);
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//if (dir.z < 0)
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//{
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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