- 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);
+ float fblend = pow(fintensity,4.0);
+ vec3 horizon = vec3( 0.8, 0.9, 0.9 );
+ vec3 skycolour = vec3( 0.5, 0.6, 0.9 );