1 uniform samplerCube uSkyBoxTexture;
2 uniform lowp vec4 uColor;
3 uniform mediump float uIntensity;
4 varying mediump vec3 vTexCoord;
8 mediump vec4 texColor = textureCube(uSkyBoxTexture, vTexCoord) * uIntensity;
9 gl_FragColor = texColor * uColor;