uniform samplerCube uSkyBoxTexture;
+uniform lowp vec4 uColor;
uniform mediump float uIntensity;
varying mediump vec3 vTexCoord;
void main()
{
mediump vec4 texColor = textureCube(uSkyBoxTexture, vTexCoord) * uIntensity;
- gl_FragColor = texColor;
+ gl_FragColor = texColor * uColor;
}
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