#version 150 out vec4 a_outColor; in vec3 v_texCoords; uniform samplerCube u_skybox; uniform vec3 u_ambient; uniform int u_skyBoxPresent; void main () { vec3 tmpvar_1; tmpvar_1 = pow (u_ambient, vec3(2.2, 2.2, 2.2)); if ((u_skyBoxPresent != 0)) { vec4 tmpvar_2; tmpvar_2 = textureLod (u_skybox, v_texCoords, 2.0); a_outColor.w = tmpvar_2.w; a_outColor.xyz = (tmpvar_2.xyz * tmpvar_1); } else { a_outColor.xyz = tmpvar_1; }; }