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