varying vec3 v_cubeMapCoordinates; uniform samplerCube cubeMap; void main() { vec4 rgba = textureCube(cubeMap, v_cubeMapCoordinates); #ifdef RGBA_NORMALIZED gl_FragColor = vec4(rgba.rgb, 1.0); #else float m = rgba.a * 16.0; vec3 r = rgba.rgb * m; gl_FragColor = vec4(r * r, 1.0); #endif }