function fragmentShader() {
return `
uniform sampler2D texturet; // don't call it 'texture'
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vec3 diffuse = texture2D( texturet, vUv ).xyz;
float intensity = 1.05 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) );
vec3 atmosphere = vec3( 1.0, 1.0, 1.0 ) * pow( intensity,3.0 );
gl_FragColor = vec4( diffuse + atmosphere, 1.0 );
}
`;
}