Cool working
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uniform samplerCube Texture;
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uniform float skyPercent;
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varying vec3 dir;
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void main(){
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vec4 skyBoxColor = textureCube(Texture, normalize(dir));
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vec4 skyColor = vec4(0.0, 0.5, 1.0, 1.0);
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gl_FragColor = skyPercent*skyColor + (1.0 - skyPercent) * skyBoxColor;
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}
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