#ifdef GL_ES precision highp float; #else #define highp #define mediump #define lowp #endif varying highp vec3 v_normal; void main (void) { vec3 normal = normalize(v_normal); float a = 1.0 - max(0.0, normal.z); a = pow(a, 1.5); const vec3 c = vec3(0.7, 1.0, 1.0); gl_FragColor = vec4(c * a, a); }