#ifndef GL_ES #define lowp #define mediump #define highp #define precision #endif uniform highp samplerCube u_CubeMapTexture; uniform highp vec3 u_rgbFactor; uniform highp float u_alphaFactor; uniform mediump float u_Dist_Rate; uniform mediump float u_Dist_Position_Rate; varying highp vec3 v_CubeTexCoord; varying highp float v_Distance; void main() { highp float DistDark = u_Dist_Position_Rate - v_Distance * u_Dist_Rate; gl_FragColor = textureCube(u_CubeMapTexture, v_CubeTexCoord) * vec4(u_rgbFactor * DistDark, u_alphaFactor); }