const earthFragment = "uniform vec3 glowColor;\nuniform float bias;\nuniform float power;\nuniform float time;\nvarying vec3 vp;\nvarying vec3 vNormal;\nvarying vec3 vPositionNormal;\nuniform float scale;\n// 获取纹理\nuniform sampler2D map;\n// 纹理坐标\nvarying vec2 vUv;\n\nvoid main(void){\n  float a = pow( bias + scale * abs(dot(vNormal, vPositionNormal)), power );\n  if(vp.y > time && vp.y < time + 20.0) {\n    float t =  smoothstep(0.0, 0.8,  (1.0 - abs(0.5 - (vp.y - time) / 20.0)) / 3.0  );\n    gl_FragColor = mix(gl_FragColor, vec4(glowColor, 1.0), t * t );\n  }\n  gl_FragColor = mix(gl_FragColor, vec4( glowColor, 1.0 ), a);\n  float b = 0.8;\n  gl_FragColor = gl_FragColor + texture2D( map, vUv );\n}";
export {
  earthFragment as default
};
