         return;
     }
 
-    o_vColor = vec4(1, 1, 1, 1.0);
+    o_vColor = vec4(0.7, 0.9, 1, 0.95);
 
     if(fFromCenter > min(2.0, fDistance) * 0.25 - 0.35)
     {


vec3 hdr(in vec3 vColor, float fDistance)
{
    float fDivisor = max(0.3, min(1.0, pow(fDistance, 2) * 0.05));
    vec3 vHDR = 1.0 - exp2(-vColor * u_fExposure);
    vHDR = vHDR / fDivisor;
    vHDR = vHDR * max(1.0, length(vColor));

    return vHDR;
}

precision highp float;

const int NUM_LIGHT_TYPES = 64;
const int NUM_LIGHTS = 16;
const int NUM_MATERIALS = 64;

struct LightType
