-" float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
-" float fblend = pow(fintensity,6.0) * angle;\n"
-" vec3 horizon = vec3(0.9,0.9,0.8);\n"
-" vec3 skycolour = vec3(0.4,0.5,0.8);\n"
+" float fblend = pow(fintensity,4.0);\n"
+" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
+" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"