out vec4 FragColor; uniform vec4 uColour; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; void main() { float fintensity = 1.0-(abs(aNorm.y)*0.7); float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5; float fblend = pow(fintensity,6.0) * angle; vec3 horizon = vec3(0.9,0.9,0.8); vec3 skycolour = vec3(0.4,0.5,0.8); vec3 diffuse = mix( skycolour, horizon, fblend ); FragColor = vec4(diffuse,1.0); }