#version 330 core

in vec3 pos;

out vec4 color;

uniform float intensity;

void main() {
    float length = dot(pos, pos);
    length = 1 / length;
    length *= length;
    color = vec4(0.01, 0.01, 0.2, 1);
    color.z *= length * intensity - 20 * dot(pos, pos) + 18;
}