Fresnel Shader or similar effect

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')

  }