4 in vec4 cameraRelCoords;
\r
8 uniform sampler2D ourTexture;
\r
13 float texMultiplier = 750;
\r
14 float skyMultiplier = length(cameraRelCoords);
\r
15 finalColor = (texture(ourTexture, ourTexCoord) * texMultiplier + vec4(sky, 1.0) * skyMultiplier) / (texMultiplier + skyMultiplier);
\r