flat in vec3 finalStateColor; /* UNUSED */ flat in vec3 finalBoneColor; /* UNUSED */ in vec3 normalView; out vec4 fragColor; uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2); void main() { float n = normalize(normalView).z; n = 1.0 - clamp(-n, 0.0, 1.0); fragColor = color * n; }