#version 110 uniform samplerCube baseTex; varying vec3 v_tex; void main() { vec4 tex = textureCube(baseTex, v_tex); float m = (1.0 - v_tex.y) - 0.75; m *= 4.0; gl_FragColor = (v_tex.y > 0.0) ? (tex * m) : tex; }