12 float fintensity = 1.0-(abs(aNorm.y)*0.7);
13 float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;
14 float fblend = pow(fintensity,6.0) * angle;
15 vec3 horizon = vec3(0.9,0.9,0.8);
16 vec3 skycolour = vec3(0.4,0.5,0.8);
17 vec3 diffuse = mix( skycolour, horizon, fblend );
19 FragColor = vec4(diffuse,1.0);