skinned.frag 268 B

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  1. precision mediump float;
  2. uniform vec4 color;
  3. varying vec3 vertexNormal;
  4. void main() {
  5. vec3 normal = normalize(vertexNormal);
  6. float lambert = max(0.0, -normal.y);
  7. float rim = 1.0 - lambert;
  8. rim *= rim * rim;
  9. gl_FragColor = rim + (0.4 + 0.4 * lambert) * color;
  10. }