
		uniforms.topColor.value.copy( hemiLight.color );
		scene.fog = new THREE.Fog( scene.background, fogNear, fogFar );
		scene.fog.color.copy( uniforms.bottomColor.value );
		const skyGeo = new THREE.SphereGeometry( 3000, 32, 15 );
		const skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
		const sky = new THREE.Mesh( skyGeo, skyMat );
		scene.add( sky );

	}

	function resizeRendererToDisplaySize( renderer ) {

		co