runnable fragment
code snippet
precision mediump float;
varying vec2 v_texcoord;
varying vec3 vNormal;
varying float vDisplacement;
uniform float u_time;
uniform vec3 uBaseColor;
uniform vec3 uGlowColor;
uniform vec3 uAccentColor;
float fresnel(vec3 viewDirection, vec3 normal, float power) {
return pow(1.0 - dot(viewDirection, normal), power);
}