solved it
fragment: {
'vec4 diffuseColor = vec4( diffuse, opacity );': `
diffuseColor.rgb += ( 1.0 - -min(dot(vEye, normalize(vNN) ), 0.0) ) * fresnelColor;`},
// Uniforms (will be applied to existing or added)
uniforms: {
diffuse: new THREE.Color('black'),
fresnelColor: new THREE.Color('blue')
}