1 in vec3 fragmentTextureCoordinates;
5 uniform float daylight;
6 uniform samplerCube textures[2];
10 vec4 topColor = texture(textures[0], vec3(0.0, 1.0, 0.0));
11 vec4 bottomColor = texture(textures[0], vec3(1.0, 0.11, 0.5));
13 vec4 dayColor = mix(bottomColor, topColor, normalize(fragmentTextureCoordinates).y);
14 vec4 nightColor = texture(textures[1], fragmentTextureCoordinates);
16 outColor = mix(nightColor, dayColor, daylight);