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To properly implement Skybox, the sky needs to use its own pipeline and shaders. This will look the same as the last tutorial, but it will warm us up for more difficult tutorials that require more pipelines: lighting, particles, etc We add the shaders sky.vert and sky.frag, which are similar to cube.vert and cube.frag, except cube.vert sets the pixels of the skybox to the maximum depth. Sky.frag takes the texture of the color, and puts it on the screen. Cube.frag multiplies the color by ambient occlusion, to darken the pixels. This gives us room to implement lighting. Also, the ambient lighting matches the skybox, for a cool effect
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